Example : MonoBehaviour { void Start() { // 启动协程,延迟5秒执行某些操作 StartCoroutine(DelayedCoroutine(5f)); } IEnumerator DelayedCoroutine(float delay) { // 等待指定的延迟时间 yield return new WaitForSeconds(delay); // 执行操作 Debug.Log("DelayedCoroutine executed after " + delay + " ...
//In this example we show how to invoke a coroutine and wait until it//is completed//在这个例子中我们演示如何调用协同程序并直到它执行完成.function Start() {//- After 0 seconds, prints "Starting 0.0"//- After 2 seconds, prints "WaitAndPrint 2.0"//- After 2 seconds, prints "Done 2.0...
1.Coroutines顾名思议是用来协助主要进程的,在Unity中感觉就是一个可动态添加和移除的Update()函数。它的调用在所有Update函数之后。 Unity原文: If you start a coroutine in LateUpdate it will also be called after LateUpdate just before rendering. Coroutines are executed after all Update functions. 2.y...
// coroutine wait for seconds class // using UnityEngine; using System.Collections; public class CoroutineWaitForSeconds : CoroutineYieldInstruction { float m_waitTime; float m_startTime; public CoroutineWaitForSeconds(float waitTime) { m_waitTime = waitTime; m_startTime = -1; } public override ...
下面使用 yield return new WaitForSeconds(1f); 在Start,Update 和 LateUpdate 中分别进行测试: C#代码 usingUnityEngine; usingSystem.Collections; publicclassTestCoroutine : MonoBehaviour { privateboolisStartCall =false;//Makesure Update() and LateUpdate() Log only once ...
二、Unity的Coroutine执行现象: 第一种方法: voidStart() { print("Starting " +Time.time);---1 StartCoroutine(WaitAndPrint(2));---2 print("Done " +Time.time);---3 } IEnumerator WaitAndPrint(float waitTime) { yield return new WaitForSeconds...
下面使用 yield return new WaitForSeconds(1f); 在Start,Update 和 LateUpdate 中分别进行测试: C#代码 usingUnityEngine; usingSystem.Collections; publicclassTestCoroutine : MonoBehaviour { privateboolisStartCall =false;//Makesure Update() and LateUpdate() Log only once ...
在Unity中,我们可以通过Animator Controller来创建状态机。Animator Controller是一种用于管理动画状态机的...
WaitForStart 创建一个协同指令,当Tweens被销毁的时候或者启动的时候才执行后面的代码 IEnumerator SomeCoroutine() { Tween myTween = transform.DOMoveX(45, 1); yield return myTween.WaitForStart(); ...
Coroutine是编译器的魔术,通过插入相关的代码使得代码段能够实现分段式的执行,重新开始的地方是yield关键...