using System; using System.Collections.Generic; using UnityEngine; namespace Kill.Utils { /// /// 主线程执行器 - 确保回调在主线程执行 /// public class MainThread : MonoBehaviour { private static MainThread _instance; private static readonly Queue _actions = new Queue(); private static readonly object _lock = new object(); [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] private static void Initialize() { var go = new GameObject("MainThread"); _instance = go.AddComponent(); DontDestroyOnLoad(go); } private void Update() { lock (_lock) { while (_actions.Count > 0) { _actions.Dequeue()?.Invoke(); } } } /// /// 在主线程执行 /// public static void Enqueue(Action action) { if (action == null) return; // 如果已经在主线程,直接执行 if (_instance != null && _instance.gameObject != null) { lock (_lock) { _actions.Enqueue(action); } } else { // 如果调度器还没初始化,延迟执行 Debug.LogWarning("MainThread 未初始化,尝试延迟执行"); action?.Invoke(); } } /// /// 立即在主线程执行(如果已经在主线程)或排队 /// public static void Run(Action action) { if (action == null) return; // 检查是否在主线程 if (Time.frameCount > 0) { // 已经在主线程,直接执行 action(); } else { // 不在主线程,排队 Enqueue(action); } } } }