1、 private IEnumerator coroutine; coroutine = WaitAndPrint(); StartCoroutine(coroutine); StopCoroutine(coroutine); 2、StartCoroutine("WaitAndPrint"); StopCoroutine("WaitAndPrint"); 4、StopAllCoroutines() 停止所有的协程,不管你是怎么调用的 6、OnMousexx鼠标触发事件: 如果是通过Collider进行触发检测的话...
All of the rest of a coroutine’s code – from the first time it resumes until it finished executing – appears within the DelayedCallManager line that appears inside Unity’s main loop.To understand why this occurs, consider how a coroutine actually is executed....
3、开启与关闭协程时,StartCoriutine(参数)、StopCoroutine(参数) 其中的参数要互相对应,如果传递的是方法名,则两个方法中的参数就要是方法名,如果是IEnumerator的返回值,则其中两个方法发的参数就要是IEnumerator的返回值 1、 private IEnumerator coroutine; coroutine = WaitAndPrint(); StartCoroutine(coroutine); ...
• Yield:是一种特殊类型的返回语句(即中断指令),其后的指令执行完之后,再接着向下执行。Yield指令常与WaitForSeconds,WaitForFixedUpdate,Coroutine,MonoBehaviour.StartCoroutine配合使用。 #pragma strict //yield.js function Start () { Do(); print("This is printed immediately, Time=" + Time.time); ...
There are two easy ways to call this function: Coroutine recursion and fixed intervals. Using fixed intervals is the quickest (but less precise) method. You’re going to need an int counter, initialised to 0 in your Start() function, and a FixedUpdate() function, which updates every Time....
Classes are usually on the heap while structs are on the stack (with some exceptions, such as in the case of coroutines). For memory performance and usage, this matters. Using non-reference types leads to other problems. You must copy function parameters using value types to influence ...
object_intptr_intptr_intptr () 1.2 0x00a1dd64 in mono_jit_runtime_invoke (method=0x18b63bc, obj=0x5d10cb0, params=0x0, exc=0x2fffdd34) at /Users/mantasp/work/unity/unity-mono/External/Mono/mono/mono/mini/mini.c:4487 1.3 0x0088481c in MonoBehaviour::InvokeMethodOrCoroutineChecked...
WaitForEndOfFrame(); #else // requires MonoBehaviour(CoroutineRunner)) await UniTask.WaitForEndOfFrame(this); // this is MonoBehaviour #endif // replacement of yield return new WaitForFixedUpdate(same as UniTask.Yield(PlayerLoopTiming.FixedUpdate)) await UniTask.WaitForFixedUpdate(); // replacement of ...
1.根据显示隐藏来禁用开启组件 void OnBecameVisible() { enabled = true; } void OnBecameInvisible() { enabled = false; } 2.根据距离禁用开启组件 [SerializeField] GameObject _target; [SerializeField] float _maxDistance; [SerializeField] int _coroutineFrameDelay; void Start() { StartCoroutine(DisableAtA...
StopAllCoroutines(); SpacePuzzle(puzzleList); dieEffect.Play(); SetPlayerFaceShow(false, false, true); gameOver.Play("GameOver"); } StartCoroutine(CameraShake()); } 用GameManager脚本管理整个游戏的主要逻辑,将这个脚本设置为单例模式, publicclassGameManager:MonoBehaviour{publicstaticGameManagerInstance;...