WaitForSeconds - causes the coroutine not to execute for a given game time period WWW - waits for a web request to complete (resumes as if WaitForSeconds or null) Another coroutine - in which case the new coroutine will run to completion before the yielder is resumed 值得注意的是 WaitForSecon...
f) Another coroutine - in which case the new coroutine will run to completion before the yielder is resumed 值得注意的是 WaitForSeconds()受Time.timeScale影响,当Time.timeScale = 0f 时,yield return new WaitForSecond(x) 将不会满足。 IEnumerator & Coroutine 协程其实就是一个IEnumerator(迭代器)...
{//Check if we have a current coroutine and MoveNext on it if we doif(_current !=null&& _current.MoveNext()) {//Return whatever the coroutine yielded, so we will yield the//same thingyieldreturn_current.Current; }else//Otherwise wait for the next frameyieldreturnnull; } } IEnumerator ...
d) WaitForSeconds - causes the coroutine not to execute for a given game time period e) WWW - waits for a web request to complete (resumes as if WaitForSeconds or null) f) Another coroutine - in which case the new coroutine will run to completion before the yielder is resumed 值得注意的...
foreach 协程是什么,能干什么?# 为了能通俗的解释,我们先用一个简单的例子来看看协程可以干什么 首先,我突发奇想,要实现一个倒计时器,我可能是这样写的: Copy publicclassCoroutineTest:MonoBehaviour { publicfloatsumtime =3;voidUpdate()//Update是每帧调用的{ ...
Debug.Log("This is Late Coroutine Call After"); } } 得到日志输入结果如下: 然后将yield return new WaitForSeconds(1f);改为 yield return null; 发现日志输入结果和上面是一样的,没有出现上面说的情况: C#代码 using UnityEngine; using System.Collections; ...
print("WaitAndPrint " + Time.time); } } void Update () { if (Input.GetKeyDown("space")){ //方法2:利用保存的协程变量 停止 { StopCoroutine(coroutine); } //方法2:字符串 停止协程 { StopCoroutine("WaitAndPrint"); } //方法2:停止本脚本下运行的所有协程 ...
Unity协程(Coroutine)原理深入剖析 By D.S.Qiu 尊重他人的劳动,支持原创,转载请注明出处:http.dsqiu.iteye.com 记得去年6月份刚开始实习的时候,当时要我写网络层的结构,用到了协程,当时有点懵,完全不知道Unity协程的执行机制是怎么样的,只是知道函数的返回值是IEnumerator类型,函数中使用yield return ,就可以通过...
If the operations all load assets, you can combine them with a single call to the Addressables.LoadAssetsAsync function. The AsyncOperationhandle for this method works the same as LoadAssetAsync; you can yield the handle in a coroutine to wait until all the assets in the operation load. In...
Unity协程(Coroutine)原理深入剖析 By D.S.Qiu 尊重他人的劳动,支持原创,转载请注明出处:http.dsqiu.iteye.com 记得去年6月份刚开始实习的时候,当时要我写网络层的结构,用到了协程,当时有点懵,完全不知道Unity协程的执行机制是怎么样的,只是知道函数的返回值是IEnumerator类型,函数中使用yield return ,就可以通过...