看起来不错。顶部函数只返回一个 IEnumerator - 但在其他方面是一个普通函数。底部函数是一个 IEnumerator [由编译器转换为一个时髦的类],因此不能有 ref 值。
顶层函数可以这样写:
void Wrapper(ref int value, out IEnumerator coroutine)
{
int tmp = ++value;
coroutine = Foo(tmp);
}
这有点混乱 - 但它显示了这是一个处理两条数据的普通函数。通过引用传递的 int 和返回的 IEnumerator [只是一个类] [在本示例中使用 out]。
补充:这就是幕后工作的方式:
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() { }
}