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);
}
}
}
}