Port); } private void OnDisable() { StopServer(); } void StopServer() { mqttServer.StopAsync(); } public async Task Publish(string topic, string payload) { // Debug.Log($"Publish Payload: {payload} to Topic: {topic}"); var message = new MqttApplicationMessageBuilder() .WithTopic(topic...
/// /// <returns>Task representing async action; completes when the initial enumeration is completed</returns> public System.Threading.Tasks.Task StartAsync(); /// /// Stop listening to trackers additions and removal /// public void Stop(); /// /// Raised when an Eye Gaze tracker...
stopwatch = new System.Diagnostics.Stopwatch(); stopwatch.Start(); var _ = TaskAsyncCountDown(3, "BasicAsyncCall"); } 这时候的运行结果一如Coroutine 方式 可以看到,async函数中await部分使用了默认的Task编排器,将每次Task执行完成后的线程上下文转换回到Unity的主线程。 如果我们想改变这一行为,我们可以...
我已经像这样定义了一个基类 class InterruptibleTask: def __init__(self, stop_evt=None): self.stop_evt = stop_evt or asyncio.Event() async def init(self): pass async def cleanup(self): pass async def run(self): await s 浏览20提问于2019-12-10得票数 0 1回答 我的API脚本中的协程继续...
Stop(); _animDataSequence=null; _character=null; } } PoseSequencePlay是一个继承了MonoBehaviour的类,需要挂载到Unity场景中运行。 加载的核心函数是PrepareData(),通过MessagePackSerializer.Deserialize()反序列化自定义动画数据。 播放的核心函数有两个:Update()和SetPose()。SetPose()函数根据当前时间将人物模型...
然后我们去掉try块中的 Task.WaitAll(taskList.ToArray()); 在每个线程中添加Try Catch 打印结果可以捕捉到异常所以要想捕捉到异常且不卡界面,捕捉异常最好在每个自己的线程中捕捉 相应的全部Code privatevoidTryCatchOnClick() { System.Diagnostics.Stopwatch watch =newSystem.Diagnostics.Stopwatch(); ...
Threading.Tasks.Task.Run(AsyncSkip);#endif}#ifUNITY_WEBGLprivatestaticvoidApplication_focusChanged(boolobj){Application.focusChanged-=Application_focusChanged;SplashScreen.Stop(SplashScreen.StopBehavior.StopImmediate);}#elseprivatestaticvoidAsyncSkip(){SplashScreen.Stop(SplashScreen.StopBehavior.StopImmediate)...
可以使用 MonoBehaviour.StopCoroutine 和 MonoBehaviour.StopAllCoroutines 来停止协程。 销毁MonoBehaviour 时,也会停止协程。 MonoBehaviour所绑定的GameObject,SetActive(false)时,也会停止协程 usingUnityEngine;usingSystem.Collections;publicclassTest:MonoBehaviour{privateCanvasGroupm_canvasGroup;privatevoidStart(){m_canvas...
Unity provides built-inAwait supportwith specifically optimized async/await compatible types. In most cases, you should prefer usingAwaitableover .net Task when creating an async method. Most of the Unity API isn’t thread safe and therefore, you should only use Unity APIs from the main thread...
Threading.Tasks.Task.Run(AsyncSkip);#endif}#ifUNITY_WEBGLprivatestaticvoidApplication_focusChanged(boolobj){Application.focusChanged-=Application_focusChanged;SplashScreen.Stop(SplashScreen.StopBehavior.StopImmediate);}#elseprivatestaticvoidAsyncSkip(){SplashScreen.Stop(SplashScreen.StopBehavior.StopImmediate)...