{//Start is called before the first frame updatevoidStart() { GetComponent<Button>().onClick.AddListener(OnClick); }//Update is called once per framevoidUpdate() { transform.Rotate(newVector3(0,0,0.5f)); }voidOnClick() { Debug.Log("OnClick"); ComputeAsync(); }asyncvoidComputeAsync(...
async/await关键字会在编译时生成一个状态机类和一个异步方法处理类AsyncVoidMethodBuilder,类似处理流程的伪代码如下 varawaiter=task.GetAwaiter();if(awaiter.IsCompleted){//等待结束直接返回异步结果,也可以没有返回值outcome=awaiter.GetResult();}else{//挂起异步操作SuspendTheFunction();Actioncontinuation=(...
当被调用函数执行到yield return null(暂停协程,等待下一帧继续执行)时,根据Unity解释协同程序就会被暂停,其实我个人认为他这个解释不够精确,先返回开始协程的地方,然后再暂停协程。也就是先通知调用处,“你先走吧,不用管我”,然后再暂停协程。 二、yeild return new WaitForSecondes(1.0f) void Start(){ Debug....
AssetBundle.LoadFromFile/Async:从磁盘加载无压缩或LM4压缩的AssetBundle。使用此方法加载LZMA格式的AssetBundle首先会对其进行解压,然后再将其加载到内存中。 voidStart(){varpath=Path.Combine(Application.streamingAssetsPath,"myassetBundle")varloadedAB=AssetBundle.LoadFromFile(path);varprefab=loadedAB.LoadAsset<GameObje...
async void MyAsyncMethod() { // 执行异步操作 await Task.Delay(1000); // 等待1秒 // 继续执行其他操作 } 复制代码 异步操作类:Unity还提供了一些内置的异步操作类,比如WWW、AsyncOperation等,可以用于处理网络请求、资源加载等异步操作。 void Start() { StartCoroutine(LoadData()); } IEnumerator LoadDat...
publicclassAsyncExample : MonoBehaviour {asyncvoidStart() { Debug.Log("Waiting 1 second...");awaitTask.Delay(TimeSpan.FromSeconds(1)); Debug.Log("Done!"); } } 简而言之,Unity协程使用C#对迭代器块的内置支持来实现。您提供给StartCoroutine方法的IEnumerator迭代器对象由Unity保存,并且该迭代器对象的每...
// .NET 4.x async-awaitusingUnityEngine;usingSystem.Threading.Tasks;publicclassAsyncAwaitExample:MonoBehaviour{privateasyncvoidStart(){ Debug.Log("Wait.");awaitWaitOneSecondAsync(); DoMoreStuff();// Will not execute until WaitOneSecond has completed}privateasyncTaskWaitOneSecondAsync(){awaitTask....
无返回值的使用方法。异步方法需要在方法类型前加入async关键字,每个异步方法里面必须有带await的语句,await关键字会挂起后面的语句异步运行,不会堵塞除异步方法之外其他代码的运行。这里OutTimeMethod代表一个运行时间较长的方法。 publicvoidStart(){strings=AsyncMethod().Result;//调用结果Debug.Log(s);}publicasync...
void Start () { _tip = GameObject.Find("Text").GetComponent<Text>(); _slider = GameObject.Find("Slider").GetComponent<Slider>(); _progress = GameObject.Find("Progress").GetComponent<Text>(); SetTip(); StartCoroutine(LoadAsync("NextScene")); ...
classSomeMonoBehaviorWithAwaitable:MonoBehavior{publicasyncvoidStart(){while(true){// do some work on each frameawaitAwaitable.NextFrameAsync();}}} Without pooling, each instance of this behavior would allocate an Awaitable object each frame. This would put a lot of pressure on the garbage co...