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...
{//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{ ...
UnityGems.com给出了协程的定义: A coroutine is a function that is executed partially and, presuming suitable conditions are met, will be resumed at some point in the future until its work is done. 即协程是一个分部执行,遇到条件(yield return 语句)会挂起,直到条件满足才会被唤醒继续执行后面的代码...
线程(Thread)和协程(Coroutine) D.S.Qiu觉得使用协程的作用一共有两点:1)延时(等待)一段时间执行代码;2)等某个操作完成之后再执行后面的代码。总结起来就是一句话:控制代码在特定的时机执行。 很多初学者,都会下意识地觉得协程是异步执行的,都会觉得协程是C# 线程的替代品,是Unity不使用线程的解决方案。
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 ...
Coroutines Calling StartCoroutine() creates a small amount of garbage, because of the classes that Unity must create instances of to manage the coroutine. With that in mind, calls to StartCoroutine() should be limited while our game is interactive and performance is a concern. To reduce garbage...
WaitUntil(() => isActive == false); // special helper of WaitUntil await UniTask.WaitUntilValueChanged(this, x => x.isActive); // You can await IEnumerator coroutines await FooCoroutineEnumerator(); // You can await a standard task await Task.Run(() => 100); // Multithreading, ...
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...