MonoBehaviour Lifecycle(生命周期/脚本执行顺序)

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

示例下载:https://github.com/zhaoqingqing/blog_samplecode/raw/master/unity-framework/monobehaviour_lifecycle/monobehaviour_lifecycle.unitypackage

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

github:https://github.com/zhaoqingqing/blog_samplecode/blob/master/unity-framework/monobehaviour_lifecycle/Logs.cs

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:

github:https://github.com/zhaoqingqing/blog_samplecode/blob/master/unity-framework/monobehaviour_lifecycle/TestPhysicOrder.cs

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

github:https://github.com/zhaoqingqing/blog_samplecode/blob/master/unity-framework/monobehaviour_lifecycle/TestSceneRender.cs

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

原文地址:https://www.cnblogs.com/zhaoqingqing/p/5990370.html