unity5提供了协程,不过用起来很蛋疼,当然如果是unity2017 你就可以用async await了

提供一个TaskManager来封装协程(github  https://github.com/krockot/Unity-TaskManager)

1.TaskManager

/// TaskManager.cs
/// Copyright (c) 2011, Ken Rockot <k-e-n-@-REMOVE-CAPS-AND-HYPHENS-oz.gs>. All rights reserved.
/// Everyone is granted non-exclusive license to do anything at all with this code.
///
/// This is a new coroutine interface for Unity.
///
/// The motivation for this is twofold:
///
/// 1. The existing coroutine API provides no means of stopping specific
/// coroutines; StopCoroutine only takes a string argument, and it stops
/// all coroutines started with that same string; there is no way to stop
/// coroutines which were started directly from an enumerator. This is
/// not robust enough and is also probably pretty inefficient.
///
/// 2. StartCoroutine and friends are MonoBehaviour methods. This means
/// that in order to start a coroutine, a user typically must have some
/// component reference handy. There are legitimate cases where such a
/// constraint is inconvenient. This implementation hides that
/// constraint from the user.
///
/// Example usage:
///
/// ----------------------------------------------------------------------------
/// IEnumerator MyAwesomeTask()
/// {
/// while(true) {
/// Debug.Log("Logcat iz in ur consolez, spammin u wif messagez.");
/// yield return null;
//// }
/// }
///
/// IEnumerator TaskKiller(float delay, Task t)
/// {
/// yield return new WaitForSeconds(delay);
/// t.Stop();
/// }
///
/// void SomeCodeThatCouldBeAnywhereInTheUniverse()
/// {
/// Task spam = new Task(MyAwesomeTask());
/// new Task(TaskKiller(5, spam));
/// }
/// ----------------------------------------------------------------------------
///
/// When SomeCodeThatCouldBeAnywhereInTheUniverse is called, the debug console
/// will be spammed with annoying messages for 5 seconds.
///
/// Simple, really. There is no need to initialize or even refer to TaskManager.
/// When the first Task is created in an application, a "TaskManager" GameObject
/// will automatically be added to the scene root with the TaskManager component
/// attached. This component will be responsible for dispatching all coroutines
/// behind the scenes.
///
/// Task also provides an event that is triggered when the coroutine exits. using UnityEngine;
using System.Collections; /// A Task object represents a coroutine. Tasks can be started, paused, and stopped.
/// It is an error to attempt to start a task that has been stopped or which has
/// naturally terminated.
public class Task
{
/// Returns true if and only if the coroutine is running. Paused tasks
/// are considered to be running.
public bool Running
{
get
{
return task.Running;
}
} /// Returns true if and only if the coroutine is currently paused.
public bool Paused
{
get
{
return task.Paused;
}
} /// Delegate for termination subscribers. manual is true if and only if
/// the coroutine was stopped with an explicit call to Stop().
public delegate void FinishedHandler(bool manual); /// Termination event. Triggered when the coroutine completes execution.
public event FinishedHandler Finished; /// Creates a new Task object for the given coroutine.
///
/// If autoStart is true (default) the task is automatically started
/// upon construction.
public Task(IEnumerator c, bool autoStart = true)
{
task = TaskManager.CreateTask(c);
task.Finished += TaskFinished;
if (autoStart)
Start();
} /// Begins execution of the coroutine
public void Start()
{
task.Start();
} /// Discontinues execution of the coroutine at its next yield.
public void Stop()
{
task.Stop();
} public void Pause()
{
task.Pause();
} public void Unpause()
{
task.Unpause();
} void TaskFinished(bool manual)
{
FinishedHandler handler = Finished;
if (handler != null)
handler(manual);
} TaskManager.TaskState task;
} class TaskManager : MonoBehaviour
{
public class TaskState
{
public bool Running
{
get
{
return running;
}
} public bool Paused
{
get
{
return paused;
}
} public delegate void FinishedHandler(bool manual);
public event FinishedHandler Finished; IEnumerator coroutine;
bool running;
bool paused;
bool stopped; public TaskState(IEnumerator c)
{
coroutine = c;
} public void Pause()
{
paused = true;
} public void Unpause()
{
paused = false;
} public void Start()
{
running = true;
singleton.StartCoroutine(CallWrapper());
} public void Stop()
{
stopped = true;
running = false;
} IEnumerator CallWrapper()
{
yield return null;
IEnumerator e = coroutine;
while (running)
{
if (paused)
yield return null;
else
{
if (e != null && e.MoveNext())
{
yield return e.Current;
}
else
{
running = false;
}
}
} FinishedHandler handler = Finished;
if (handler != null)
handler(stopped);
}
} static TaskManager singleton; public static TaskState CreateTask(IEnumerator coroutine)
{
if (singleton == null)
{
GameObject go = new GameObject("TaskManager");
singleton = go.AddComponent<TaskManager>();
}
return new TaskState(coroutine);
}
}

2.使用说明

using System.Collections;
using System.Collections.Generic;
using UnityEngine; public class Test : MonoBehaviour { // Use this for initialization
void Start () {
TaskManager.TaskState task = TaskManager.CreateTask(MyC());
//然后单独操作这个task就行了,很方便
task.Start();//任务开始
task.Finished += Task_Finished;//完成回调
task.Stop();//任务停止
task.Pause();//任务暂停
task.Unpause();//任务恢复
} private void Task_Finished(bool manual)
{
Debug.Log("任务完成");
} IEnumerator MyC()
{
yield return new WaitForSeconds();
Debug.Log("hahahhhh");
} }

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