我认为最好举例说明我为什么要这样做。 说我有一场比赛。 有一些对象是enemeys 这些enemeys有一个正在运行的类(健康,武器,等) 如果一个玩家杀死一个敌人我想从游戏中卸载那个enemeys数据(删除该类的enemys实例)我该如何去做呢?
编辑:
好的使用del剂量没有帮助。这是一个基本的例子,想象力obj1是一个敌人,并且在i = 10想象之后敌人死亡。 我有删除obj的代码但是obj1中的函数Update()仍然被调用,因为shell仍然打印“AAAAAAAAAAAA”,即使shell将d打印为True
import threading
import time
import sched
#import Queue
#setting up some OneInstance Var's
starttime=time.time()
condition = threading.Condition()
lock = threading.Lock()
#This is the tick method for calling the update threads in the child classes (set at 20 Ticks/s)
#The tick is run in its own thread so it can not be interrupted
#The tick method is part of the Base module but not part of the base class As there needs to be ONLEY ONE INSTANCE of it
def Tick(cond):
while True:
with cond:
cond.notifyAll() #This clears the block on the threads evey 20th of a second
time.sleep(0.05 - ((time.time() - starttime) % 0.05)) #This is the 20th of a second part
tickThread=threading.Thread(name = 'ThreadTick', target=Tick, args=(condition,)) #This setsup the Tick in its own thread
tickThread.start()#This runs said thread
#BaseClass is the class All other classes inhearit from
class BaseClass(object):
def __init__(self, name):
global condition
global lock
self.name = name
t=threading.Thread(name = 'Thread'+self.name, target=self.UpdateHandler, args=(condition,lock,))
t.start()
def BaseClassType(self):
"""Returns a string of the childs type"""
pass
def UpdateHandler(self, cond, lock):
#this part handles when to call the update.
#it is allso needed so that it can be run in a thread.
while True:
self.lock = lock #this is just passed down evey tick so that threads can lock them selfs when writing to the shell
self.Update() #Calls the update on all child classes
with cond:
cond.wait()#This makes all the threads waite(besides the tick thread) when they are done for the next tick.
def Update(self):
#This is a place holder.
#It stops classes that don't have a Update function crashing when called
pass
def Unload(self):
#this method will terminate the thread.... Don't know if this is even possible in python yet
#and then remove any active instances of itself befor removing the class instance
pass
#This class is made so that I did not have to rewrite self.lock.blablabla eatch time i wanted to print to the shell
def Print (self, message):
self.lock.acquire()
print(message)
self.lock.release()
#---------------------------------------------------------------------------------
class ChildClassA(BaseClass):
def __init__(self, name):
super(ChildClassA, self).__init__(name)
def BaseClassType(self):
return 'ChildClassA'
def Update(self):
self.Print('AAAAAAAAAAAAAAAAAAAAAAA')
#----------------------------------------------------------------------------------
class ChildClassB(BaseClass):
def __init__(self, name):
super(ChildClassB, self).__init__(name)
def Update(self):
#print(self.name, "This is a completley different action")
self.Print('BBBBBBBBBBBBBBBBBBB')
self.Hi()
def Hi(self):
self.Print("Hi")
#----------------------------------------------------------------------------------
#works now just like in unity
class ChildClassC(BaseClass): #the new class
def __init__(self, name): #this is the equivalent of start()
super(ChildClassC, self).__init__(name) #this is the onley extra bit but its just to pass some name data through the classes
def Update(self): #this is litaley the same as update() except it has self in the parameters
self.Print("CCCCCCCCCCCCCCCCCCCCCCCCCC")
#--------------------------------------------------------------------------------
obj1 = ChildClassA('Obj1')
obj2 = ChildClassB('Obj2')
obj3 = ChildClassC('Obj3')
i=0
d=False
while True:
if i >=10:
if d==False:
del obj1
d = True
i=i+1
print("D: ", d)
print("I: ", i)
答案 0 :(得分:1)
目前尚不清楚你在问什么。但我猜它是以下之一: