文章目录
- 工具准备
- 协程测试
工具准备
首先是工具脚本,一个Coroutine_Runner.cs和一个cs_coroutine.lua
前者定义了一个继承自Monobehavior的脚本组件,后者则使用lua去在Unity中实例化一个挂载该组件的GameObject,并将其设置为DontDestroyOnLoad,将其开启和停止协程的方法封装成一个表返回
Coroutine_Runner.cs
namespace XLuaTest
{public class Coroutine_Runner : MonoBehaviour{}public static class CoroutineConfig{[LuaCallCSharp]public static List<Type> LuaCallCSharp{get{return new List<Type>(){typeof(WaitForSeconds),typeof(WWW)};}}}
}
cs_coroutine.lua
local util = require 'xlua.util'local gameobject = CS.UnityEngine.GameObject('Coroutine_Runner')
CS.UnityEngine.Object.DontDestroyOnLoad(gameobject)
local cs_coroutine_runner = gameobject:AddComponent(typeof(CS.XLuaTest.Coroutine_Runner))return {start = function(...)return cs_coroutine_runner:StartCoroutine(util.cs_generator(...))end;stop = function(coroutine)cs_coroutine_runner:StopCoroutine(coroutine)end
}
协程测试
测试流程:
通过C#脚本CourontineTest创建lua环境并require ‘corontine_test’,在教程中这会找到与C#脚本在同一层级的Resources文件夹,并索引到该文件夹下的coruntine_test.lua文件
接着在lua文件中去请求工具文件cs_coroutine,让其创建一个辅助lua协程的对象,并接收一个封装了该对象的创建和停止协程的方法的表
接着通过向start函数中传入lambda函数来创建协程,使用本地变量保存这些协程,传入stop函数中可以终止这些协程
使用lua的coroutine.yield函数可以实现unity的协程yield
具体lua流程:
- 创建协程a :打印’coroutine a started’,阻塞等待协程内新创建的b
- 跳转协程b :打印’coroutine b stated inside cotoutine a’,等待1秒,打印’i am coroutine b’
- 返回协程a :返回协程a,打印’coroutine b finish’。之后无限循环,每1秒打印一次’i am coroutine a’
- 创建协程a同时创建的协程c :打印’stop coroutine a after 5 seconds’,等待5秒后,终止协程a,打印’coroutine a stoped’,协程c结束
local cs_coroutine = (require 'cs_coroutine')local a = cs_coroutine.start(function()print('coroutine a started')coroutine.yield(cs_coroutine.start(function() print('coroutine b stated inside cotoutine a')coroutine.yield(CS.UnityEngine.WaitForSeconds(1))print('i am coroutine b')end))print('coroutine b finish')while true docoroutine.yield(CS.UnityEngine.WaitForSeconds(1))print('i am coroutine a')end
end)cs_coroutine.start(function()print('stop coroutine a after 5 seconds')coroutine.yield(CS.UnityEngine.WaitForSeconds(5))cs_coroutine.stop(a)print('coroutine a stoped')
end)