前面已经介绍过对协程(Coroutine)的认识和理解,主要讲到了Unity引擎在执行协程(Coroutine)的原理(Unity协程(Coroutine)原理深入剖析)和对协程(Coroutine)状态的控制(Unity协程(Coroutine)管理类——TaskManager工具分享),到这使用Coroutine的疑问就没有了,但是D.S.Qiu还是有点没嚼烂,所以觉得很有必要再续。 本文主要分为...
public class Coroutine<T>{ public T Value { get{ if(e != null){ throw e; } return returnVal; } } private T returnVal; //当前迭代器的Current 值 private Exception e; //抛出的错误信息 public Coroutine coroutine; public IEnumerator InternalRoutine(IEnumerator coroutine){ //先省略这部分的...
前面已经介绍过对协程(Coroutine)的认识和理解,主要讲到了Unity引擎在执行协程(Coroutine)的原理(Unity协程(Coroutine)原理深入剖析)和对协程(Coroutine)状态的控制(Unity协程(Coroutine)管理类——TaskManager工具分享),到这使用Coroutine的疑问就没有了,但是D.S.Qiu还是有点没嚼烂,所以觉得很有必要再续。 本文主要分为...
AI代码解释 publicfloat pixelsPerUnit{get{float spritePixelsPerUnit=100;if(sprite)spritePixelsPerUnit=sprite.pixelsPerUnit;float referencePixelsPerUnit=100;if(canvas)referencePixelsPerUnit=canvas.referencePixelsPerUnit;returnspritePixelsPerUnit/referencePixelsPerUnit;}} 上面官方程式码,可以看出 Image 透过 sp...
还可以这么用,在协程函数中,可以使用 yield return 语句来等待一段时间或者等待另一个协程的执行结束: AI检测代码解析 IEnumerator MyCoroutine() { // 等待 3 秒钟 yield return new WaitForSeconds(3f); // 等待另一个协程的执行结束 yield return StartCoroutine(AnotherCoroutine()); ...
public IEnumerator CoroutineCountDownSeq(int countDown, params string[] flags) { foreach (var flag in flags) { yield return StartCoroutine(CoroutineCountDown(3, flag)); } } 可以看到,父流程会将子流程的调度枚举作为一个可完成的YieldInstruction(这次是UnityEngine.Coroutine)反馈给上层调度器。
return false; // we did not handle the open } // step2 has an attribute with index 2, so will be called after step1 [OnOpenAssetAttribute(2)] public static bool step2(int instanceID, int line) { Debug.Log("Open Asset step: 2 ("+instanceID+")"); ...
If you needs coroutine with return value, normally we use callback. Observable.FromCoroutine supports convert coroutine to IObservable[T] with cancellation.// public method public static IObservable<string> GetWWW(string url) { // convert coroutine to IObservable return Observable.FromCoroutine<string...
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...
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 ...