脚本执行顺序
前言
搭建一个示例来验证Unity脚本的执行顺序,大概测试以下部分:
- 物理方面(Physics)
- 渲染(Scene rendering)
- 输入事件(InputEvent)
流程图
Unity文档:https://docs.unity3d.com/Manual/ExecutionOrder.html
原图地址:https://docs.unity3d.com/uploads/Main/monobehaviour_flowchart.svg
测试场景
搭建场景
根据上图中的脚本生命周期,我编写三个脚本来测试部分阶段的生命周期:
- Logs.cs 输出日志(可选)
- TestInputEvent.cs(Input输入事件)
- TestPhysicOrder.cs(物理事件执行顺序)
- TestSceneRender.cs(Render顺序)
创建一个空的场景,创建三个Gameobject,每个gameobject上分别绑上要测试的脚本。每次测试不同的功能,分别激活不同的gameobject
打印调用堆栈脚本
可以打印调用方法的堆栈,包括方法名,文件名
using System;
using System.Diagnostics;
public class Logs {
/// <summary>
/// 打印调用者的方法名
/// </summary>
public static void DoLog()
{
StackTrace st = new StackTrace(true);
//获取当前调用的方法名
StackFrame stackFrame = st.GetFrame(1);
//var callInfo = string.Format("{0}:{1}.{2}",stackFrame.GetFileName(),stackFrame.GetFileLineNumber(),stackFrame.GetMethod().Name);
var callInfo = stackFrame.GetMethod().Name.ToString();
DoLog(callInfo);
}
public static void DoLog(string szMsg, params object[] args)
{
string log = string.Format("[{0}]{1}", DateTime.Now.ToString("HH:mm:ss.ffff"), string.Format(szMsg, args));
UnityEngine.Debug.Log(log);
}
}
物理测试
测试脚本
测试脚本中写了Unity的各个脚本函数,大致内容如下:
using System;
using UnityEngine;
using System.Collections;
public class TestPhysicOrder : MonoBehaviour
{
// Reset to default values
public void Reset()
{
Logs.DoLog();
}
// Awake is called when the script instance is being loaded
public void Awake()
{
StartCoroutine(YieldOneFrame());
StartCoroutine(YieldEndOfFrame());
StartCoroutine(YieldWaitForFixedUpdate());
Logs.DoLog();
}
// This function is called when the object becomes enabled and active
public void OnEnable()
{
Logs.DoLog();
}
// Use this for initialization
void Start()
{
Logs.DoLog();
}
// This function is called every fixed framerate frame, if the MonoBehaviour is enabled
public void FixedUpdate()
{
Logs.DoLog();
}
// Update is called once per frame
void Update()
{
Logs.DoLog();
}
IEnumerator YieldWaitForFixedUpdate()
{
yield return new WaitForFixedUpdate();
Logs.DoLog("WaitForFixedUpdate");
}
IEnumerator YieldOneFrame()
{
yield return 1;
Logs.DoLog("YieldOneFrame");
}
IEnumerator YieldEndOfFrame()
{
yield return new WaitForEndOfFrame();
Logs.DoLog("YieldEndOfFrame");
}
// LateUpdate is called every frame, if the Behaviour is enabled
public void LateUpdate()
{
Logs.DoLog();
}
// This function is called when the behaviour becomes disabled or inactive
public void OnDisable()
{
Logs.DoLog();
}
// This function is called when the MonoBehaviour will be destroyed
public void OnDestroy()
{
Logs.DoLog();
}
// Sent to all game objects when the player gets or looses focus
public void OnApplicationFocus(bool focus)
{
Logs.DoLog();
}
// Sent to all game objects when the player pauses
public void OnApplicationPause(bool pause)
{
Logs.DoLog();
}
// Sent to all game objects before the application is quit
public void OnApplicationQuit()
{
Logs.DoLog();
}
}
测试结果
开始部分截图
结束部分截图
Render测试
测试脚本
using System;
using UnityEngine;
public class TestSceneRender : MonoBehaviour
{
// OnPreCull is called before a camera culls the scene
public void OnPreCull()
{
Logs.DoLog();
}
// OnPreRender is called before a camera starts rendering the scene
public void OnPreRender()
{
Logs.DoLog();
}
// Callback that is sent if an associated RectTransform has it's dimensions changed
public void OnRectTransformDimensionsChange()
{
Logs.DoLog();
}
// Callback that is sent if an associated RectTransform is removed
public void OnRectTransformRemoved()
{
Logs.DoLog();
}
// OnRenderImage is called after all rendering is complete to render image
public void OnRenderImage(RenderTexture source, RenderTexture destination)
{
Logs.DoLog();
}
// OnRenderObject is called after camera has rendered the scene
public void OnRenderObject()
{
Logs.DoLog();
}
// OnWillRenderObject is called once for each camera if the object is visible
public void OnWillRenderObject()
{
Logs.DoLog();
}
// Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected
public void OnDrawGizmos()
{
Logs.DoLog();
}
// OnGUI is called for rendering and handling GUI events
public void OnGUI()
{
Logs.DoLog();
}
}
测试结果
当把测试脚挂在Cube或者Camera上,会执行的函数是不相同的。
绑在Camera上
绑在Cube上
本文转自赵青青博客园博客,原文链接:http://www.cnblogs.com/zhaoqingqing/p/5990370.html,如需转载请自行联系原作者