//Exit if the Q button is pressed if(Input.GetKey(KeyCode.Q)) break; increment+=Time.deltaTime; value += Mathf.RoundToInt(increment); yield return null; } } IEnumerator CountDown() { float increment = 0f; while(true) { if(Input.GetKey(KeyCode.Q)) break; increment+=Time.deltaTime...
{//We have a local increment so the routines//get independently faster depending on how//long they have been activefloatincrement =0;while(true) {//Exit if the Q button is pressedif(Input.GetKey(KeyCode.Q))break; increment =Time.deltaTime;value= Mathf.RoundToInt(increment);yieldreturnnull...
if(GUILayout.Button("Switch functions")) { if(_current == _countUp) _current = _countDown; else _current = _countUp; } } IEnumerator DoHijack() { while(true) { //Check if we have a current coroutine and MoveNext on it if we do if(_current !=null && _current.MoveNext()) { ...
if(GUILayout.Button("Switch functions")) { if(_current == _countUp) _current = _countDown; else _current = _countUp; } } IEnumerator DoHijack() { while(true) { //Check if we have a current coroutine and MoveNext on it if we do if(_current != null && _current.MoveNext()) {...
private bool isUpdateCall = false; private bool isLateUpdateCall = false; // Use this for initialization void if { "Start Call Begin"); StartCoroutine(StartCoutine()); "Start Call End"); true; } } IEnumerator StartCoutine() {
{//Exit if the Q button is pressedif(Input.GetKey(KeyCode.Q))break; increment =Time.deltaTime;value= Mathf.RoundToInt(increment);yieldreturnnull; } } IEnumerator CountDown() {floatincrement =0f;while(true) {if(Input.GetKey(KeyCode.Q))break; ...
my_isStartPress=true; my_longPressTrigger=false; }publicoverridevoidOnPointerUp(PointerEventData eventData) {//指針擡起,結束開始長按base.OnPointerUp(eventData);if(m_ButtonUp !=null) { m_ButtonUp.Invoke(); } my_isStartPress=false;
You will control what is visible and what is not visible using Unity’s layer system. Layers provide a simple way of separating GameObjects into different groups. You can then control what happens to distinct groups of GameObjects independently, based on the layer they’re on. For...
Within each Update, the current mouse being used is cached and then checked to see if the left button was pressed this frame. If it was, the same mouse is used to get its position. Once the position has been found, it is passed to a method on the camera called ScreenPointToRay. This...
If you want to start your run animation by triggering the run state when the mouse button is clicked, you can add the code shown in Figure 12. Figure 12 Changing State with Code XML Copy private Animator _animator; void Awake() { // Cache a reference to the Animator // component ...