You don't have to use WaitForExit
since it's blocking the main Thread. There are two workarounds for your issue:
1.Set EnableRaisingEvents
to true
. Subscribe to the Exited
event and use that to determine when the opened program has closed. Use a boolean flag to determine if it is still opened or not in the Update
function.
bool processing = false;
void Start()
{
processing = true;
Process p = new Process(); ;
p.StartInfo = new System.Diagnostics.ProcessStartInfo("E:\app\dist\app.exe");
p.StartInfo.WorkingDirectory = @"Assets\app\dist\app.exe";
p.StartInfo.CreateNoWindow = true;
p.EnableRaisingEvents = true;
p.StartInfo.WindowStyle = System.Diagnostics.ProcessWindowStyle.Hidden;
p.Exited += new EventHandler(OnProcessExit);
p.Start();
}
private void OnProcessExit(object sender, EventArgs e)
{
processing = false;
}
void Update()
{
if (processing)
{
//Still processing. Keep reading....
}
}
2.Continue with your WaitForExit
but only use that code in a new Thread
so that it doesn't block or freeze Unity's main Thread.
//Create Thread
Thread thread = new Thread(delegate ()
{
//Execute in a new Thread
Process p = new Process(); ;
p.StartInfo = new System.Diagnostics.ProcessStartInfo("E:\app\dist\app.exe");
p.StartInfo.WorkingDirectory = @"Assets\app\dist\app.exe";
p.StartInfo.CreateNoWindow = true;
p.StartInfo.WindowStyle = System.Diagnostics.ProcessWindowStyle.Hidden;
p.Start();
p.WaitForExit();
//....
});
//Start the Thread and execute the code inside it
thread.Start();
Note that you can't use Unity's API from this new Thread. If you want to do so, use UnityThread.executeInUpdate
. See this for more information.
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