当前位置:   article > 正文

unity+Loom实现多线程(Thread)和主线程(MainThread)交互_unity loom

unity loom

最近在做资源更新时,需要显示现在的进度调。我在Unity中开启了一个线程来做下载任务,然后实时刷新下载进度。然后Unity报了一个错误。
get_isActiveAndEnabled can only be called from the main thread.

意思是Unity中的组件只能运行在Unity的主线程中,无法在新开的线程中调用Unity的组件。

用Loom实现多线程与主线程交互

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Threading;
using System.Linq;

    public class Loom :MonoBehaviour
    {
        public static int maxThreads = 8;
        static int numThreads;

        private static Loom _current;
        //private int _count;
        public static Loom Current
        {
            get
            {
                Initialize();
                return _current;
            }
        }

		//用于初始化一次,在程序入口调用一次
       public void StartUp()
       {}

        static bool initialized;

        public static void Initialize()
        {
            if (!initialized)
            {

                if (!Application.isPlaying)
                    return;
                initialized = true;
                var g = new GameObject("Loom");
                _current = g.AddComponent<Loom>();
#if !ARTIST_BUILD
                UnityEngine.Object.DontDestroyOnLoad(g);
#endif
            }

        }
        public struct NoDelayedQueueItem
        {
            public Action<object> action;
            public object param;
        }

        private List<NoDelayedQueueItem> _actions = new List<NoDelayedQueueItem>();
        public struct DelayedQueueItem
        {
            public float time;
            public Action<object> action;
            public object param;
        }
        private List<DelayedQueueItem> _delayed = new List<DelayedQueueItem>();

        List<DelayedQueueItem> _currentDelayed = new List<DelayedQueueItem>();

        public static void QueueOnMainThread(Action<object> taction, object tparam)
        {
            QueueOnMainThread(taction, tparam, 0f);
        }
        public static void QueueOnMainThread(Action<object> taction, object tparam, float time)
        {
            if (time != 0)
            {
                lock (Current._delayed)
                {
                    Current._delayed.Add(new DelayedQueueItem { time = Time.time + time, action = taction, param = tparam });
                }
            }
            else
            {
                lock (Current._actions)
                {
                    Current._actions.Add(new NoDelayedQueueItem { action = taction, param = tparam });
                }
            }
        }

        public static Thread RunAsync(Action a)
        {
            Initialize();
            while (numThreads >= maxThreads)
            {
                Thread.Sleep(100);
            }
            Interlocked.Increment(ref numThreads);
            ThreadPool.QueueUserWorkItem(RunAction, a);
            return null;
        }

        private static void RunAction(object action)
        {
            try
            {
                ((Action)action)();
            }
            catch
            {
            }
            finally
            {
                Interlocked.Decrement(ref numThreads);
            }

        }


        void OnDisable()
        {
            if (_current == this)
            {

                _current = null;
            }
        }



        // Use this for initialization
        void Start()
        {

        }

        List<NoDelayedQueueItem> _currentActions = new List<NoDelayedQueueItem>();

        // Update is called once per frame
        void Update()
        {
            if (_actions.Count > 0)
            {
                lock (_actions)
                {
                    _currentActions.Clear();
                    _currentActions.AddRange(_actions);
                    _actions.Clear();
                }
                for (int i = 0; i < _currentActions.Count; i++)
                {
                    _currentActions[i].action(_currentActions[i].param);
                }
            }

            if (_delayed.Count > 0)
            {
                lock (_delayed)
                {
                    _currentDelayed.Clear();
                    _currentDelayed.AddRange(_delayed.Where(d => d.time <= Time.time));
                    for (int i = 0; i < _currentDelayed.Count; i++)
                    {
                        _delayed.Remove(_currentDelayed[i]);
                    }
                }

                for (int i = 0; i < _currentDelayed.Count; i++)
                {
                    _currentDelayed[i].action(_currentDelayed[i].param);
                }
            }
        }
    }
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 71
  • 72
  • 73
  • 74
  • 75
  • 76
  • 77
  • 78
  • 79
  • 80
  • 81
  • 82
  • 83
  • 84
  • 85
  • 86
  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
  • 93
  • 94
  • 95
  • 96
  • 97
  • 98
  • 99
  • 100
  • 101
  • 102
  • 103
  • 104
  • 105
  • 106
  • 107
  • 108
  • 109
  • 110
  • 111
  • 112
  • 113
  • 114
  • 115
  • 116
  • 117
  • 118
  • 119
  • 120
  • 121
  • 122
  • 123
  • 124
  • 125
  • 126
  • 127
  • 128
  • 129
  • 130
  • 131
  • 132
  • 133
  • 134
  • 135
  • 136
  • 137
  • 138
  • 139
  • 140
  • 141
  • 142
  • 143
  • 144
  • 145
  • 146
  • 147
  • 148
  • 149
  • 150
  • 151
  • 152
  • 153
  • 154
  • 155
  • 156
  • 157
  • 158
  • 159
  • 160
  • 161
  • 162
  • 163
  • 164
  • 165
  • 166
  • 167
  • 168

未使用Loom报错方法

   public Text mText;
	void Start () 
    {
        Thread thread = new Thread(RefreshText);
        thread.Start();
	}
	
	void Update () 
    {
	
	}
    private void RefreshText()
    {
        mText.text = "Hello Loom!";
    }
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15

更改后

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Threading;
public class testLoom : MonoBehaviour
{

    public Text mText;
	void Start () 
    {
        Loom.Current.StartUp();
        // 用Loom的方法调用一个线程
        Loom.RunAsync(
            () =>
            {
                Thread thread = new Thread(RefreshText);
                thread.Start();
            }
            );
	}
	
	void Update () 
    {
	
	}
    private void RefreshText()
    {  
        // 用Loom的方法在Unity主线程中调用Text组件
        Loom.QueueOnMainThread((param) =>
            {
                mText.text = "Hello Loom!";
            },null);
    }
}
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
声明:本文内容由网友自发贡献,不代表【wpsshop博客】立场,版权归原作者所有,本站不承担相应法律责任。如您发现有侵权的内容,请联系我们。转载请注明出处:https://www.wpsshop.cn/w/知新_RL/article/detail/465157
推荐阅读
相关标签
  

闽ICP备14008679号