Input Actions Per Second 每秒能输入的最大按钮与滑鼠次数 Repeat Delay 重複输入的延迟 事件执行完整流程 键盘输入 1.Move Event:透过 input manager 验证输入 axis、left、right、up、down 按钮,传递给 selected object 2.Submit 、Cancel Button:物件已经 Preesed (按下)时,透过 input manager 验证输入 submit ...
Destroying GameObject / Actor 销毁物体 Destroying GameObject / Actor (With 1 Second Delay) 1秒延迟销毁物体 Disabling GameObjects / Actors 使物体处于不激活状态 Accessing the GameObject / Actor from Component 通过组件访问物体 Accessing a Component from the GameObject / Actor 通过物体访问组件 Unity: view...
publicclassAsyncAwaitExample:MonoBehaviour{privateasyncvoidStart(){ Debug.Log("Wait.");awaitWaitOneSecondAsync(); DoMoreStuff();// Will not execute until WaitOneSecond has completed}privateasyncTaskWaitOneSecondAsync(){awaitTask.Delay(TimeSpan.FromSeconds(1)); Debug.Log("Finished waiting."); } ...
Observable.EveryUpdate().Where(_=>Input.GetMouseButtonDown(0)).Delay(TimeSpan.FromSeconds(1.0f)).Subscribe(_=>{Debug.Log("mouse clicked");}).AddTo(this); Sample:定期发送离当前事件最近的数据(事件) Observable.Interval(TimeSpan.FromMilliseconds(50)).Sample(TimeSpan.FromSeconds(1)).Subscribe(_=>{...
Destroying GameObject / Actor (With 1 Second Delay) 1秒延迟销毁物体 UnityC++Blueprint Destroy(MyGameObject,1);MyActor->SetLifeSpan(1); Disabling GameObjects / Actors 使物体处于不激活状态 UnityC++Blueprint MyGameObject.SetActive(false);// Hides visible componentsMyActor->SetActorHiddenInGame(true)...
delay: 第一次timer触发在多少秒以后; 【返回值】: Timer ID号,根据这个ID号可以在TimerMgr中查到这个Timer对象,用来作为删除Timer的凭证; public int Schedule(TimerHandler func, object param, int repeat, float duration, float delay = 0.0f);
public float delayInSecond = 1; public Material targetMaterial; // Use this for initialization void Start () { StartCoroutine(AutoChangeColor()); } // Update is called once per frame void Update () { } IEnumerator AutoChangeColor() ...
1.Action Kit chainning style(Driven by MonoBehaviour or Update) this.Sequence() .Delay(1.0f) .Event(()=>Log.I("Delayed 1 second")) .Until(()=>something is done) .Begin(); object oriented style var sequenceNode = new SequenceNode(); ...
}publicstaticvoidInterval(floatsecond, Action action, GameObject obj) { Observable.Interval(TimeSpan.FromSeconds(second)).Subscribe(_=>action()).AddTo(obj); } } 在需要延时处理或者延时调用的地方使用如: privatevoidAwake() { UniRxUtils.Delay(5, () => { Debug.Log("Start"); }); ...
maximumAvailableDiskSpace specifies the amount of space on local storage, in bytes, that the cache may use before it begins deleting AssetBundles that have been used less recently than the expirationDelay. When the limit is reached, Unity will delete the AssetBundle in the cache which was least...