// Unity coroutineusingUnityEngine;publicclassUnityCoroutineExample:MonoBehaviour{privatevoidStart(){ StartCoroutine(WaitOneSecond()); DoMoreStuff();// This executes without waiting for WaitOneSecond}privateIEnumeratorWaitOneSecond(){yieldreturnnewWaitForSeconds(1.0f); Debug.Log("Finished waiting."); }...
WaitForSeconds delay = new WaitForSeconds(1f); while (!isComplete) { yield return delay; } If our code generates a lot of garbage due to coroutines, we may wish to consider refactoring our code to use something other than coroutines. Refactoring code is a complex subject and every project...
public IEnumerator CoroutineAwaitATask() { yield return CoroutineCountDown(2, "pretask"); var task = TaskAsyncCountDown(3, "task"); yield return new WaitUntil(() => task.IsCompleted || task.IsFaulted || task.IsCanceled); //Check task's return; if (task.IsCompleted) { LogToTUnityCon...
By default, a coroutine is resumed on the frame after it yields but it is also possible to introduce a time delay using WaitForSeconds:IEnumerator Fade() { for (float f = 1f; f >= 0; f -= 0.1f) { Color c = renderer.material.color; c.a = f; renderer.material.color = c; ...
By default, a coroutine is resumed on the frame after it yields but it is also possible to introduce a time delay usingWaitForSeconds: IEnumerator Fade() { for (float f = 1f; f >= 0; f -= 0.1f) { Color c = renderer.material.color; ...
{ switch (gunType) { case "pistol": StartCoroutine(ShootThenDelay(0.5f)); break; } } } IEnumerator ShootThenDelay(float seconds) { Shoot(); yield return new WaitForSeconds(seconds); } void Shoot() { GameObject bullet = Instantiate(bulletPrefab, firePoint.position, firePoint.rotation); } ...
UniTask.ToCoroutine bridges async/await to coroutine so you can test async methods.[UnityTest] public IEnumerator DelayIgnore() => UniTask.ToCoroutine(async () => { var time = Time.realtimeSinceStartup; Time.timeScale = 0.5f; try { await UniTask.Delay(TimeSpan.FromSeconds(3), ignoreTime...
Ordinarily, Network operations in Unity require the use of WWW and Coroutine. That said, using Coroutine is not good practice for asynchronous operations for the following (and other) reasons:Coroutines can't return any values, since its return type must be IEnumerator. Coroutines can't handle...
如果你想完全兼容从coroutine到async的转换,使用IEnumerator.ToUniTask(MonoBehaviour coroutineRunner)重载。它在参数MonoBehaviour的一个实例上执行StartCoroutine,并在UniTask中等待它的完成。 4.对于UnityEditor UniTask 可以像编辑器协同程序一样在 Unity 编辑器上运行。但是,也有一些限制,UniTask.Delay 的 DelayType.Delta...
void start()( StartCoroutine(ProcessAICoroutine()); } IEnumerator ProcessAICoroutine(){ while(true){ ProcessAI(); yield return newWaitForSeconds( _aiProcessDelay); } } 上述代码演示了一个协程调用ProcessAI(),在yield 语句中暂停给定秒数(aiProcessDelay的值),然后主线程再次恢复该协程。此时,它将返回...