Assembly: Unity.LevelPlay.Editor.dllSyntaxpublic class IronSourceEditorCoroutinesMethods StartEditorCoroutine(IEnumerator)Declarationpublic static IronSourceEditorCoroutines StartEditorCoroutine(IEnumerator routine)ParametersTypeNameDescription IEnumerator routine ...
A coroutine must be called using StartCoroutine(MyCoroutine);, and the coroutine needs to be an IEnumerator method. At the end of each frame, Unity will return back to the MonoBehaviour and continue execution at the statement immediately after the statement beginning with yield return....
Assembly: Unity.TextMeshPro.Editor.dll Syntax publicclassTMP_EditorCoroutine Methods StartCoroutine(IEnumerator) Starts a new EditorCoroutine. Declaration publicstaticTMP_EditorCoroutineStartCoroutine(IEnumerator routine) Parameters TypeNameDescription IEnumeratorroutine ...
everything is boring old ScriptableObjects and plain classes. On the other hand it's harder to balance as Actions are chosen by fuzzy scores instead of rigid if-then rules. Out of the box designers can only tweak when actions are chosen/interrupted and tweak action parameters, nothing more....
嵌套, 而 async await 支持 互相嵌套,也就是 stackful stackless 协程之间的区别;unity中通过改造...
Assembly: Unity.LevelPlay.Editor.dllSyntaxpublic class IronSourceEditorCoroutinesMethods StartEditorCoroutine(IEnumerator)Declarationpublic static IronSourceEditorCoroutines StartEditorCoroutine(IEnumerator routine)ParametersTypeNameDescription IEnumerator routine ...
Assembly: Unity.LevelPlay.Editor.dllSyntaxpublic class IronSourceEditorCoroutinesMethods StartEditorCoroutine(IEnumerator)Declarationpublic static IronSourceEditorCoroutines StartEditorCoroutine(IEnumerator routine)ParametersTypeNameDescription IEnumerator routine ...