Debug.Log("Started Coroutine at timestamp : " + Time.time); //yield on a new YieldInstruction that waits for 5 seconds. yield return new WaitForSeconds(5); //After we have waited 5 seconds print the time again. Debug.Log("Finished Coroutine at timestamp : " + Time.time); } } ...
Variables waitTimeThe given amount of seconds that the yield instruction will wait for. Constructors WaitForSecondsRealtime创建一个 yield 指令,以使用未缩放时间等待指定的秒数。 Inherited members Variables keepWaiting指示协同程序是否应保持暂停。
public class NewBehaviourScript : MonoBehaviour { //C# coroutine IEnumerator SomeCoroutine() { //Wait for one frame yield return 0; } //Wait for two seconds yield return new WaitForSeconds(2); } 5、不能使用命名空间(Namespace) 当前的Unity不支持把脚本放到一个命名空间中。这可能在将来的版本中...
// 协同程序WaitAndPrint在Start函数内执行,可以视同于它与Start函数同步执行.StartCoroutine(WaitAndPrint(2.0)); print ("Before WaitAndPrint Finishes " + Time.time );}function WaitAndPrint (waitTime : float) {// suspend execution for waitTime seconds// 暂停执行waitTime秒yield WaitForSeconds (wait...
print ("Starting "+Time.time); // Start function WaitAndPrint as a coroutine yieldWaitAndPrint(); print ("Done "+Time.time); functionWaitAndPrint () { // suspend execution for 5 seconds yieldWaitForSeconds(5); print ("WaitAndPrint "+Time.time); }...
// can not get click event during 3 seconds complete. await button.OnClickAsAsyncEnumerable().ForEachAwaitAsync(async x => { await UniTask.Delay(TimeSpan.FromSeconds(3)); });It is useful (prevent double-click) but not useful sometimes....
所有设置都允许选择 None、Script Only 和Full。(例如,-stackTraceLogType Full) -testPlatform、-testResults、-runTests 运行测试。请参阅 Unity Test Runner 文档。 -username <username> 在激活 Unity Editor 期间,在登录窗体中输入用户名。 -vcsMode <mode> Set version control mode for this session. ...
{ GameController.Score++; // Create particle system at the game objects position // with no rotation. Instantiate(_smokeEffect, transform.position, Quaternion.identity); // Don’t do: Destroy(this) because "this" // is a script component on a game object, so us...
For example, await SceneManager.LoadSceneAsync is returned from EarlyUpdate.UpdatePreloading and after being called, the loaded scene's Start is called from EarlyUpdate.ScriptRunDelayedStartupFrame. Also await UnityWebRequest is returned from EarlyUpdate.ExecuteMainThreadJobs....
public class EnemyHealth : MonoBehavior private EnemyAI _enemyAI; // Use this for initialization. void Start () { // Get a ref to the EnemyAI script component on this game object. var enemyAI = this.GetComponent<EnemyAI>(); } // Update is called once per frame. void Update () {...