Debug.Log("after 1 second."); });_** > **_案例 循环调用_** > **_int i = 0; > Timer.SetInterval(1.0f, () => { Debug.Log(i++); });_** > **_API接口_** > public static int SetTimeout(float delay, Action func) //延时 > pub
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...
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(); sequenceNode.Append(DelayAction.Allocate(1.0f)); s...
StartCoroutine(DoSomeThingInDelay()); 最后附上学习Coroutines & Yield时所做的小例子,脚本的作用是不断随机改变材质的颜 色,演示demo使用”V字仇杀队”中的面具。 using UnityEngine; using System.Collections; public class RandomColor : MonoBehaviour { public float delayInSecond = 1; public Material targe...
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)...
1.Action Kit chainning style(Driven by MonoBehaviour or Update) this.Sequence() .Delay(1.0f) .Event(()=>Log.I("Delayed 1 second")) .Until(()=>somethingisdone) .Begin(); object oriented style varsequenceNode =newSequenceNode();
1.Event Camera:处理UI事件(Click、Drag)的Camera,所设定的Camera才能触发事件 参考资料 Unity – Manual: Canvas http://docs.unity3d.com/Manual/class-Canvas.html Unity UGUI 原理篇(二):Canvas Scaler 缩放核心 目标 1.了解各种不同 UI Scale Mode ...
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."); } ...
timer.delay = delay; timer.passedTime = timer.duration; // 第一次只受delay影响,所以过去的时间为duration timer.isRemoved = false; timer.timerId = this.autoIncId; this.autoIncId++; // this.timers.Add(timer.timerId, timer); this.newAddTimers.Add(timer); // 加到缓存队列里面,不直接加入到...
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(_=>...