Debug.Log("Started Coroutine at timestamp : " + Time.time); //yield on a new YieldInstruction that waits for 5 seconds. yield return new WaitForSeconds(5); //After we have waited 5 seconds print the time again. Debug.Log("Finished Coroutine at timestamp : " + Time.time); } } ...
yield return new WaitForEndOfFrame(); // 等待下一个渲染帧的结束 yield return new WaitUntil(() => oneSecond>1);//等到某判断条件为真时 yield return new WaitWhile(() => oneSecond>1);//等到某判断条件为假时 AsyncOperation async = SceneManager.LoadSceneAsync("SceneName");//暂停协程,异步场...
协程与UniTask结合 使用第三方库(如UniTask)实现零分配异步: csharp 复制 async UniTaskVoid LoadResourcesAsync() { var texture = await Resources.LoadAsync<Texture>("Image"); var audioClip = await Addressables.LoadAssetAsync<AudioClip>("Sound"); // 无需手动管理协程对象 } 三、多线程与协程协作模式...
协程与UniTask结合 使用第三方库(如UniTask)实现零分配异步: csharp 复制 async UniTaskVoid LoadResourcesAsync() { var texture = await Resources.LoadAsync<Texture>("Image"); var audioClip = await Addressables.LoadAssetAsync<AudioClip>("Sound"); // 无需手动管理协程对象 } 三、多线程与协程协作模式...
yield return new WaitForSeconds(waitTime); print("Coroutine ended: " + Time.time + " seconds"); } 1. 2. 3. 4. 5. IEnumerator,yield是C#语言中迭代器功能中的关键字。 迭代器是C#一种遍历集合的机制,通过开放IEnumerable接口或者实现了GetEnumerator()方法就可以使用foreach去遍历类,遍历输出的结果是...
LoadAsync(path); yield return request; // 等待单个资源加载完成 Debug.Log($"Loaded: {path}"); yield return null; // 下一帧继续,避免卡顿 } } 6.2 技能冷却效果 IEnumerator SkillCooldown(float seconds) { _isCooldown = true; yield return new WaitForSecondsRealtime(seconds); // 即使游戏...
如果Current是UnityWebRequestAsyncOperation类型,它是AsyncOperation的子类,而AsyncOperation有isDone属性,表示操作是否完成,只有isDone为true时,Unity才会调用MoveNext。对于UnityWebRequestAsyncOperation而言,只有请求完成了,才会将isDone属性设置为true。 7、源码分析 ...
Unity 在2017之后支持C# 中的astnc/await。UniRx 为Unity提供了更轻量、强大的async/await集成。请看:Cysharp/UniTask. 介绍 非常棒的介绍Rx的文章:The introduction to Reactive Programming you’ve been missing. 以下代码使用UniRx实现了文章中的双击检测事例: ...
var task = TaskAsyncCountDown(3, "task"); yield return task.WaitAsCoroutine(); LogToTUnityConsole("TDone", "task"); yield return CoroutineCountDown(2, "posttask"); } For clarity, more native flavour. Summary In this article, we briefly introduce and compare the Unity native Coroutine pr...
Threading.Tasks; // You can return type as struct UniTask<T>(or UniTask), it is unity specialized lightweight alternative of Task<T> // zero allocation and fast excution for zero overhead async/await integrate with Unity async UniTask<string> DemoAsync() { // You can await Unity's ...