前面已经介绍过对协程(Coroutine)的认识和理解,主要讲到了Unity引擎在执行协程(Coroutine)的原理(Unity协程(Coroutine)原理深入剖析)和对协程(Coroutine)状态的控制(Unity协程(Coroutine)管理类——TaskManager工具分享),到这使用Coroutine的疑问就没有了,但是D.S.Qiu还是有点没嚼烂,所以觉得很有必要再续。 本文主要分为...
UpdateCoroutine(coroutine); } else if (coroutine.waitForCoroutine != null && coroutine.waitForCoroutine.finished) { coroutine.waitForCoroutine = null; UpdateCoroutine(coroutine); } else if (coroutine.waitForUnityObject != null && coroutine.waitForUnityObject.finished)//lonewolfwilliams { coroutine.waitFo...
前面已经介绍过对协程(Coroutine)的认识和理解,主要讲到了Unity引擎在执行协程(Coroutine)的原理(Unity协程(Coroutine)原理深入剖析)和对协程(Coroutine)状态的控制(Unity协程(Coroutine)管理类——TaskManager工具分享),到这使用Coroutine的疑问就没有了,但是D.S.Qiu还是有点没嚼烂,所...
前面已经介绍过对协程(Coroutine)的认识和理解,主要讲到了Unity引擎在执行协程(Coroutine)的原理(Unity协程(Coroutine)原理深入剖析)和对协程(Coroutine)状态的控制(Unity协程(Coroutine)管理类——TaskManager工具分享),到这使用Coroutine的疑问就没有了,但是D.S.Qiu还是有点没嚼烂,所以觉得很有必要再续。 本文主要分为...
CoroutinesDelayedCalls包含首次生成后的所有协程样本。 FixedBehaviourUpdate包含Monobehaviour.FixedUpdate方法的所有样本。 PreLateUpdate.ScriptRunBehaviourLateUpdate包含Monobehaviour.LateUpdate方法的所有样本。 Update.ScriptRunBehaviourUpdate包含所有MonoBehaviour.Update和协程样本。
("MyCoroutine: After 3.5 seconds;"+Time.time);// you can also yield for a coroutine running on a completely different scheduler instanceyieldreturnscheduler.StartCoroutine(WaitForMe());Debug.Log("MyCoroutine: After WaitForMe() finished;"+Time.time);}IEnumeratorWaitForMe(){yieldreturn7.8f;// ...
//After we have waited 5 seconds print the time again.Debug.Log("FinishedCoroutineat timestamp : " +Time.time); } } Additional resources:MonoBehaviour.StartCoroutine,AsyncOperation,WaitForEndOfFrame,WaitForFixedUpdate,WaitForSecondsRealtime,WaitUntil,WaitWhile. ...
Coroutines end automatically once their code has been executed. You don’t need to explicitly end a Coroutine. However, You may wish to end a Coroutine manually before it has finished. This can be done in a few different ways. From inside the Coroutine (with Yield Break) ...
If you combine with other IObservable, you can check completed property like isDone. IEnumerator MicroCoroutineWithToYieldInstruction() { var www = ObservableWWW.Get("http://aaa").ToYieldInstruction(); while (!www.IsDone) { yield return null; } if (www.HasResult) { UnityEngine.Debug.Log(...
If you combine with other IObservable, you can check completed property like isDone. IEnumerator MicroCoroutineWithToYieldInstruction() { var www = ObservableWWW.Get("http://aaa").ToYieldInstruction(); while (!www.IsDone) { yield return null; } if (www.HasResult) { UnityEngine.Debug.Log(...