UniRx's default time based operations (Interval, Timer, Buffer(timeSpan), etc) use Scheduler.MainThread as their scheduler. That means most operators (except for Observable.Start) work on a single thread, so ObserverOn isn't needed and thread safety measures can be ignored. This is differet...
Implementing theICKTimerorICKFixedDurationTimerallows for timers with custom logic to be created. The timer interfaces have anOnUpdatefunction. Returntrueto mark the timer as complete and stop it. // This example creates a timer that stops early if a value is true, or after certain amount of ...
OnTimerElapsed.Data OnToggleValueChanged Called when the current value of the toggle has changed. OnTransformChildrenChanged Called when the list of children of the transform of the game object has changed. OnTransformParentChanged Called when the parent property of the transform of the game object...
OnEnabled is unique because it is called every time the game object is enabled no matter how many times this happens. Put code here that needs to be executed each time the object is activated. Start Start is called before the first frame update only if the script instance is enabled. Star...
UniRx's default time based operations (Interval, Timer, Buffer(timeSpan), etc) useScheduler.MainThreadas their scheduler. That means most operators (except forObservable.Start) work on a single thread, so ObserverOn isn't needed and thread safety measures can be ignored. This is differet from...
Lance Talbert is a game developer and programming lover that has been learning to code since the age of thirteen. A recent college graduate, Lance has studied programming in various languages and forms ranging from C# to Javascript. He spends most of his spare time creating projects in Visual ...
_timer -= _aiProcessDelay; }} In this case, we've reduced the Update() callback's overall cost by only invoking ProcessAI() about five times every second, which is an improvement over the previous situation, at the expense of code that can take a bit of time to understand at first...
Code that’s called inside of Update usually takes place all at once during the current frame. Coroutines, on the other hand, allow you to execute game logic over a number of frames. Put simply, this allows you to pause a function and tell it to wait for a condition or action to occ...
show graphics that indicate the paused state. 点击Unity中间暂停按钮的时候会调用。 OnApplicationQuit() 退出游戏的时候触发。 It is called before the application is quit; In the editor, it is called when the user stops playmode. OnDisable() is called when the behaviour becomes disabled or inactiv...
System.Timers.Timer _delayTimer; Action _onComplete; } TheITaskChaininterface is something still at its early stage and it could be changed or deprecated in future. It could be useful to know parameters that are passed through tasks, like a sort of Chain Of Responsibility pattern. ...