下面是一个协程工具类,用在非继承 MonoBehaviour 的类中方便的使用协程.
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using System;
using UnityEngine;
using System.Collections;
/// <summary>
/// 协程工具类, 用在非继承 MonoBehaviour 的类中方便的使用协程.
/// </summary>
public class CoroutineHelper : IDisposable
{
private GameObject _gameObject;
private MonoBehaviour _monoBehaviour;
/// <summary>
/// 构造函数.
/// </summary>
public CoroutineHelper()
{
_gameObject = new GameObject();
_gameObject.name = "CoroutineHelper";
_monoBehaviour = _gameObject.AddComponent<MonoBehaviour>();
}
/// <summary>
/// 设置为加载场景时不销毁本对象.
/// </summary>
public void DontDestroyOnLoad()
{
GameObject.DontDestroyOnLoad(_gameObject);
}
/// <summary>
/// 开始一个协程.
/// </summary>
/// <param name="routine">协程方法.</param>
/// <returns>协程对象.</returns>
public Coroutine StartCoroutine(IEnumerator routine)
{
return _monoBehaviour.StartCoroutine(routine);
}
/// <summary>
/// 停止一个协程.
/// </summary>
public void StopCoroutine(IEnumerator routine)
{
_monoBehaviour.StopCoroutine(routine);
}
/// <summary>
/// 停止一个协程.
/// </summary>
public void StopCoroutine(Coroutine routine)
{
_monoBehaviour.StopCoroutine(routine);
}
/// <summary>
/// 停止本类启动的所有协程.
/// </summary>
public void StopAllCoroutines()
{
_monoBehaviour.StopAllCoroutines();
}
/// <summary>
/// 销毁本对象.
/// </summary>
public void Dispose()
{
GameObject.Destroy(_gameObject);
}
}
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