【发布时间】:2018-04-17 09:55:51
【问题描述】:
我只是觉得有更好的方法。我有一个需要调整大小然后压缩的纹理。这两个函数都需要一些处理时间,所以我需要将每个函数放入协程中。我得到它的方式是我先调整大小然后压缩,但事情似乎很快就会变得混乱。构建多个有序协程以依次触发并将处理后的变量(在本例中为 Texture2D)从一个传递到下一个的推荐方法是什么?
[Client]
public void PrepareServerData(Texture2D texToSend, string typeToSend)
{
StartCoroutine(DoGetTexToBytes(texToSend));
playerObj.texWidth = texToSend.width;
playerObj.texHeight = texToSend.height;
playerObj.texFormat = texToSend.format;
playerObj.tranX = tran.x;
playerObj.tranY = tran.y;
playerObj.tranZ = tran.z;
playerObj.type = typeToSend;
Player_ID id = GetComponent<Player_ID>();
playerObj.id = id.MakeUniqueIdentity();
playerObj.strength = strengthToSend;
playerObj.hitpoints = hitPointsToSend;
Network_Serializer serialize = GetComponent<Network_Serializer>();
// Send Data from Client to Server as many small sequenced packets
byte[] bytes = serialize.ObjectToByteArray(playerObj);
StartCoroutine(Network_Transmitter.instance.DoSendBytes(0, bytes));
}
IEnumerator DoGetTexToBytes(Texture2D tex)
{
DoResizeTex(tex);
byte[] texBytes = tex.GetRawTextureData(); // convert texture to raw bytes
byte[] compressedTexBytes = lzip.compressBuffer(texBytes, 9); // compress texture byte array
playerObj.texBytes = compressedTexBytes; // set compressed bytes to player object
yield return new WaitForEndOfFrame();
GameObject infoDisplayText = GameObject.Find("InfoDisplay");
infoDisplayText.GetComponent<Text>().text += "Bytes to send : " + playerObj.texBytes.Length + "\n";
}
IEnumerator DoResizeTex(Texture2D tex)
{
tex.ResizePro(1280, 1024);
tex.Apply();
yield return new WaitForEndOfFrame();
}
【问题讨论】: