{//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 ...
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 ...
// This coroutine yielded null, or some other value we don't understand; run it next frame. shouldRunNextFrame.Add(coroutine); continue; } if(coroutine.Current is WaitForSeconds) { WaitForSeconds wait = (WaitForSeconds)coroutine.Current; shouldRunAfterTimes.Add(Time.time + wait.duration, corouti...
// wait for next update Debug.Log ("MyCoroutine: next update;" + Time.time); yield return 2; // wait for 2 updates, same as yield; yield; Debug.Log ("MyCoroutine: After yield 2;" + Time.time); yield return 3.5f; // wait for 3.5 seconds ...
原文转载于:Unity协程(Coroutine)原理深入剖析 - One thing I know,that is I know nothing.(Socrates Greek) - ITeye博客 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...
从程序结构的角度来讲,协程是一个有限状态机,这样说可能并不是很明白,说到协程(Coroutine),我们还要提到另一样东西,那就是子例程(Subroutine),子例程一般可以指函数,函数是没有状态的,等到它return之后,它的所有局部变量就消失了,但是在协程中我们可以在一个函数里多次返回,局部变量被当作状态保存在协程函数中,知...
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。
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....
Coroutines Coroutines are backed by an instance of a class that is autogenerated by the C# compiler. This object is needed to track the st... Coroutines As it stands, the Fade function will not have the effect you might expect. In order for the fading to be visible, the alpha mus....