public static async Task<Sprite> LoadSpritePNG(string path) { var task = LoadAsyncSprite(path, ".png"); Task<Sprite> t = await Task.WhenAny(task); return t.Result; } public static async Task<Sprite> LoadSpriteJPG(string path) { var task = LoadAsyncSprite(path, ".jpg"); Task<Sprite...
}awaitTask.Delay(loopArgs.MsDelay); i++; } }returnresult; }//////异步的扩展方法///publicstaticTaskAwaiter GetAwaiter(thisUnityWebRequestAsyncOperation asyncOp) {vartcs =newTaskCompletionSource(); asyncOp.completed+= obj => { tcs.SetResult(null); };return((Task)tcs.Task).GetAwaiter();...
public class AsyncExample : MonoBehaviour { IEnumerator Start() { Debug.Log("Waiting 1 second..."); yield return new WaitForSeconds(1.0f); Debug.Log("Done!"); } }使用async-await的等效方法如下:public class AsyncExample : MonoBehaviour { async void Start() { Debug.Log("Waiting 1 second....
await 后面需要接的类型是 TaskAwaiter(INotifyCompletion),U3D最开始还没有这个语法,所以很多需要我们自己写扩展类,强行转成 TaskAwaiter 类型,让它支持这个语法。 public static class AsyncOperationExtensions { public static TaskAwaiter GetAwaiter(this AsyncOperation asyncOperation) { var tcs = new TaskComplet...
await SomeAsyncOperation(cancellationToken);} async UniTask SomeAsyncOperation(CancellationToken ...
await Task.Delay()来实现延迟执行的效果。 usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;usingSystem.Threading.Tasks;publicclassChapter6_1:MonoBehaviour{// Start is called before the first frame updatevoidStart(){Task.Run(async()=>{awaitTask.Delay(1000);//等待1000毫秒});}...
基于C#实现自定义Async/Await的要求,完成一个实现了INotifyCompletion接口的Awaiter(SimpleCoroutineAwaiter),这是关键。 利用Extensions扩展了unity常见的几个协程类,例如WaitForSeconds,WaitForUpdate,AsyncOperation,AssetBundleCreateRequest等。 由于个人技术底子薄,整个项目代码看下来还是很多地方没有彻底理解,但是摸索着利用项...
Unity Coroutines:NextFrameAsync,WaitForSecondsAsync,EndOfFrameAsync,FixedUpdateAsync) Switching toBackground ThreadorMain Thread All types inheriting fromAsyncOperation Unity Events Async GPU Readback You can also use theAwaitableclass with both the await keyword and as anasyncreturn type in your own ...
有三种加载后的回调形式可以使用,我更倾向于使用第三种的Async-Await语法糖形式. 示例中只是对一个Asset资源进行了加载,其实还可以对一个Scene进行加载. _prefabAsset.LoadAssetAsync<GameObject>().Completed += AssetLoadCompleted; privatevoidAssetLoadCompleted(AsyncOperationHandle<GameObject>obj){//加载完毕 根据加...
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...