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=(...
{publicasyncvoidStart() {//Wait one secondawaitnewWaitForSeconds(1.0f);//Wait for IEnumerator to completeawaitCustomCoroutineAsync();awaitLoadModelAsync();//You can also get the final yielded value from the coroutinevarvalue = (string)(awaitCustomCoroutineWithReturnValue());//value is equal to ...
{//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(...
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....
using UnityEngine.ResourceManagement.AsyncOperations; internal class LoadWithEvent : MonoBehaviour { public string address; AsyncOperationHandle<GameObject> opHandle; void Start() { // Create operation opHandle = Addressables.LoadAssetAsync<GameObject>(address); ...
// .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....
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...
public class AsyncExample : MonoBehaviour { public async void Start() { // Wait one second await new WaitForSeconds(1.0f); // Wait for IEnumerator to complete await CustomCoroutineAsync(); await LoadModelAsync(); // You can also get the final yielded value from the coroutine ...
private async void Start() { Debug.Log("Start"); // Example 1: 运行一个不带返回值类型的异步任务 AsyncFunction(); // Example 2: 运行一个带返回值的异步任务 // 需要注意的是:使用await的话执行的函数体必须添加async关键字(看 -> private async void Start()) ...
void Start() { stopwatch = new System.Diagnostics.Stopwatch(); stopwatch.Start(); var _ = TaskAsyncCountDown(3, "BasicAsyncCall"); } 这时候的运行结果一如Coroutine 方式 可以看到,async函数中await部分使用了默认的Task编排器,将每次Task执行完成后的线程上下文转换回到Unity的主线程。