unity下Debug.Log结合多线程测试
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Entitas;
using System.Threading;
using System.Threading.Tasks;
public class shishiSystem : IExecuteSystem
{
readonly Contexts contexts;
Task taskA;
Task taskB;
public shishiSystem(Contexts contexts)
{
this.contexts = contexts;
}
public void Execute()
{
Debug.Log("开始主线程");
int count = 0;
taskB = Task.Delay(2000);
taskA = new Task(async () =>
{
await taskB;
count++;
Debug.Log("子线程等待,结果"+count);
});
taskA.Start();
Task.WaitAll(taskA,taskB);
count++;
Debug.Log("结束主线程,结果" +count);
Debug.Log("结束");
}
}
可以看出:那句“结束主线程”比”子线程等待“先打印,但结果却是正确的 结论:unity的Debug.Log的打印顺序在多线程下会发生顺序错误
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