WaitForEndOfFrame - the coroutine executes on the frame, after all of the rendering and GUI is complete WaitForFixedUpdate - causes this coroutine to execute at the next physics step, after all physics is calculated WaitForSeconds - causes the coroutine not to execute for a given game time period...
{//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 ...
a) null - the coroutine executes the next time that it is eligible b) WaitForEndOfFrame - the coroutine executes on the frame, after all of the rendering and GUI is complete c) WaitForFixedUpdate - causes this coroutine to execute at the next physics step, after all physics is calculated d...
publicclassTrackedCoroutine:IEnumerator{IEnumerator_routine;publicTrackedCoroutine(IEnumeratorroutine){_routine=routine;// 在这里标记协程的创建}objectIEnumerator.Current{get{return_routine.Current;}}publicboolMoveNext(){// 在这里可以:// 1. 标记协程的执行// 2. 记录协程本次执行的时间boolnext=_routine....
}else/*similar stuff for other YieldInstruction subtypes*/} unblockedCoroutines= shouldRunNextFrame; 当然了,我们还可以为YieldInstruction添加各种的子类,比如一个很容易想到的就是yield return new WaitForNotification(“GameOver”)来等待某个消息的触发,关于Unity的消息机制可以参考这篇文章:【Unity3D技巧】在Unity...
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。
{ //Check if we have a current coroutine and MoveNext on it if we do if(_current != null && _current.MoveNext()) { //Return whatever the coroutine yielded, so we will yield the //same thing yield return _current.Current; } else //Otherwise wait for the next frame yield return ...
接管和监控 Coroutine 的行为 一、问题描述 由于以下几点问题的存在,协程的执行情况对开发者而言并不透明,很容易在开发过程中引入性能问题。 协程(除了首次执行) 不是在用户的函数内触发,而是在单独的 SetupCoroutine() 内被激活并执行。 协程的每次活跃执行,在代码上以单次 yield 为界限。对于具有复杂分支的业务逻...
NextFrame(); //替换 WaitForEndOfFrame(需要 MonoBehaviour(CoroutineRunner)) await UniTask.WaitForEndOfFrame(this); //这是 MonoBehaviour //替换 yield return new WaitForFixedUpdate(同 UniTask.Yield(PlayerLoopTiming.FixedUpdate)) await UniTask.WaitForFixedUpdate(); //替换 yield return WaitUntil await UniTask....
Instead of creating a new function for every combination of coroutines, you can instead construct a coroutine out of common parts.public void Awake() { // This will run FirstBeauRoutine, wait 5 seconds, then call Destroy(gameObject). Routine.Start(this, Sequence.Create(FirstBeauRoutine()) ....