void start()( StartCoroutine(ProcessAICoroutine()); } IEnumerator ProcessAICoroutine(){ while(true){ ProcessAI(); yield return new WaitForSeconds( _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...
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...
public static async UniTask<string> CompressAudioToMp3(string inputPath) { if (!StartUpFFmpeg()) return inputPath; string dir = Path.GetDirectoryName(inputPath).Replace("\\", "/"); string name = Path.GetFileNameWithoutExtension(inputPath); string outPath = $"{dir}/_fix{name}.mp3"; ...
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...
// Unity coroutineusingUnityEngine;publicclassUnityCoroutineExample:MonoBehaviour{privatevoidStart(){ StartCoroutine(WaitOneSecond()); DoMoreStuff();// This executes without waiting for WaitOneSecond}privateIEnumeratorWaitOneSecond(){yieldreturnnewWaitForSeconds(1.0f); Debug.Log("Finished waiting."); }...
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; ...
译:以下脚本执行与Coroutine- and IEnumerator-based操作处理示例相同的功能,但使用事件委托而不是协程 usingUnityEngine;usingUnityEngine.AddressableAssets;usingUnityEngine.ResourceManagement.AsyncOperations;internalclassLoadWithEvent:MonoBehaviour{publicstringaddress;AsyncOperationHandle<GameObject>opHandle;voidStart(){//...
A fast, tried-and-tested hierarchical finite state machine library for Unity, designed to be easy to use yet powerful without compromising performance. Topics lightweight gamedev fsm csharp state-machine unity coroutines unity3d finite-state-machine hierarchical Resources Readme License MIT licens...
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...
Motivation Out of the box, without this library, there are two main ways of handling timers in Unity: Use a coroutine with the WaitForSeconds method. Store the time that your timer started in a private variable (e.g.startTime = Time.time), then check in an Update call ifTime.time - ...