通过ref将值传递给IENumerator函数?

时间:2012-08-01 04:46:19

标签: c# unity3d ienumerator

澄清我在Unity3D中这样做,这可能重要也可能不重要?

我试图找出是否可以通过ref将值传递给不会产生的IEnumerator函数。如果我试着用一个产生它的那个,VS2010抱怨(“迭代器不能有ref或out参数”),但是,如果我用一个类似的IEnumerator函数调用调用屈服函数,但不会产生自己,错误消失,出现的工作。我试图找出我是否处于意外行为状态,或者这是否是正常行为。

以下是我正在做的一个例子:

IEnumerator Wrapper(ref int value)
{
    int tmp = ++value;    // This is the ONLY place I want the value
    return Foo(tmp);      // of the ref parameter to change!  
}                         // I do _NOT_ want the value of the ref
                          // parameter to change in Foo()!
IENumerator Foo(int value)
{
    // blah blah
    someFunc(value);
    someSlowFunc();
    yield return null;
    yield return null;
}

1 个答案:

答案 0 :(得分:1)

看起来不错。 top函数只返回一个IEnumerator - 否则是一个正常的函数。底部函数一个IEnumerator [由编译器转换为一个时髦的类],因此不能有ref值。

top函数可以这样编写:

 void Wrapper(ref int value, out IEnumerator coroutine)
 {
     int tmp = ++value;
     coroutine = Foo(tmp);
 }

这有点乱 - 但它显示了这是一个处理两个数据的普通函数。由referance传递的int,以及它返回的IEnumerator [只是一个类] [在本例中使用out]。


补充:这就是幕后工作的原因:

    static void Main(string[] args)
    {
        //Lets get the 'IEnumerable Class' that RandomNum gets compiled down into.
        var IEnumeratorClass = RandomNum(10, 10);

        //All an IEnumerable is is a class with 'GetEnumerator'... so lets get it!
        var IEnumerableClass = IEnumeratorClass.GetEnumerator();

        //It can be used like so:
        while (IEnumerableClass.MoveNext())
        {
            Console.WriteLine(IEnumerableClass.Current);
        }

        Console.WriteLine(new String('-', 10));

        //Of course, that's a lot of code for a simple job.
        //Luckily - there's some nice built in functionality to make use of this.
        //This is the same as above, but much shorter
        foreach (var random in RandomNum(10, 10)) Console.WriteLine(random);

        Console.WriteLine(new String('-', 10));

        //These simple concepts are behind Unity3D coroutines, and Linq [which uses chaining extensively]
        Enumerable.Range(0, 100).Where(x => x % 2 == 0).Take(5).ToList().ForEach(Console.WriteLine);

        Console.ReadLine();
    }

    static Random rnd = new Random();
    static IEnumerable<int> RandomNum(int max, int count)
    {
        for (int i = 0; i < count; i++) yield return rnd.Next(i);
    }

    //This is an example of what the compiler generates for RandomNum, see how boring it is?
    public class RandomNumIEnumerableCompiled : IEnumerable<int>
    {
        int max, count;
        Random _rnd;
        public RandomNumIEnumerableCompiled(int max, int count)
        {
            this.max = max;
            this.count = count;
            _rnd = rnd;
        }

        IEnumerator IEnumerable.GetEnumerator()
        {
            return new RandomNumIEnumeratorCompiled(max, count, rnd);
        }

        IEnumerator<int> IEnumerable<int>.GetEnumerator()
        {
            return new RandomNumIEnumeratorCompiled(max, count, rnd);
        }

    }
    public class RandomNumIEnumeratorCompiled : IEnumerator<int>
    {
        int max, count;
        Random _rnd;
        int current;
        int currentCount = 0;
        public RandomNumIEnumeratorCompiled(int max, int count, Random rnd)
        {
            this.max = max;
            this.count = count;
            _rnd = rnd;
        }

        int IEnumerator<int>.Current { get { return current; } }

        object IEnumerator.Current { get { return current; } }

        public bool MoveNext()
        {
            if (currentCount < count)
            {
                currentCount++;
                current = rnd.Next(max);
                return true;
            }
            return false;
        }

        public void Reset() { currentCount = 0; }
        public void Dispose() { }
    }