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);
    }
}