result=calcMethod.EndInvoke(result); this.TextBox1.Text=result; } 1. 2. 3. 4. 5. 程序的原意是在线程执行完毕后讲结果写入一个TextBox,然而当程序执行到this.TextBox1.Text=result这里的时候就抱错了.原来WinForm对线程有很严格的要求,除了创建这些控件的线程,其他线程想跨线程访问WinForm上的控件的属性...
}publicIMethodReturn Invoke(IMethodInvocation input, GetNextInterceptionBehaviorDelegate getNext) { Console.WriteLine("Method: {0}", input.MethodBase.Name); Console.WriteLine("参数:");for(vari =0; i < input.Arguments.Count; i++) { Console.WriteLine("{0}: {1}", input.Arguments.ParameterNam...
This is a series of articles that provides an in-depth discussion of Assets and resource management in the Unity engine. It seeks to provide expert developers with deep, source-level knowledge of Unity's Asset and serialization systems. PLEASE NOTE: this
... Thread 1 (thread 11523): 1.0 0x006267d0 in m_OptionsMenu_Start () 1.1 0x002e4160 in wrapper_runtime_invoke_object_runtime_invoke_void__this___object_intptr_intptr_intptr () 1.2 0x00a1dd64 in mono_jit_runtime_invoke (method=0x18b63bc, obj=0x5d10cb0, params=0x0, exc=0x...
function BroadcastMessage (methodName : string, parameter : object = null, options : SendMessageOptions = SendMessageOptions.RequireReceiver) : void 描述 在游戏物体每一个MonoBehaviour和它的全部子物体上调用名为methodName的方法。 通俗的解释:BroadcastMessage朝物体和所有子物体发送消息。
1internalclassExceptionLoggerCallHandler : ICallHandler2{3publicIMethodReturn Invoke(4IMethodInvocation input, GetNextHandlerDelegate getNext)5{6IMethodReturn result =getNext()(input, getNext);7if(result.Exception !=null)8{9Console.WriteLine("ExceptionLoggerCallHandler:");10Console.WriteLine("\tPa...
Add a publicGetMoveCostmethod toHexUnitto determine the move cost. It needs to know which cells the movement is between as well as the direction. Copy the relevant move-cost code fromHexGrid.Searchinto this method and adjust the variable names. ...
activeQualityLevelChanged Delegate that you can use to invoke custom code when Unity changes the current Quality Level. Inherited Members Properties PropertyDescription hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object. Public Methods...
For example, delayed invoke once:Observable.TimerFrame(100).Subscribe(_ => Debug.Log("after 100 frame"));Every* Method's execution order isEveryGameObjectUpdate(in MainThreadDispatcher's Execution Order) -> EveryUpdate -> EveryLateUpdate -> EveryEndOfFrame ...
public async UniTaskVoid FireAndForgetMethod() { // do anything... await UniTask.Yield(); } public void Caller() { FireAndForgetMethod().Forget(); }Also UniTask has the Forget method, it is similar to UniTaskVoid and has the same effects. However UniTaskVoid is more efficient if you ...