publicWaitForSeconds(floatseconds); } } 并不是IEnumerator,其实这里就很简单了,他多加几个判断就行了,YieldInstruction情形的时候判断isdone即可,WWW的时候判断isdone即可,这个不是很符合task的机制么。 为了更透彻的理解,我们自己用原生的C#写个案例: ? 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 1...
print("starting "+Time.time); yield WaitAndPrint();//启用一个协同程序print("done "+Time.time) }functionWaitAndPrint() { yield WitForSeconds(5);//等待5sprint("waitandprint "+Time.time) } C#示例: IEnumerator Start () { Debug.Log("等待5s"+Time.time);yieldreturnStartCoroutine(WaitMethod...
Log("Waited for " + waitTime + " seconds."); } 9.处理输入 // 处理输入 void Update(){ if (Input.GetKeyDown(KeyCode.Space)){ Jump(); } } void Jump(){ // 实现跳跃逻辑 } 10.访问PlayerPrefs // 存储和读取 PlayerPrefs PlayerPrefs.SetInt("HighScore", 100); int highScore = ...
() method. Then, we launch two one-second waiting methods. One using Awaitable.WaitForSecondsAsync(), and the other using Task.Delay(). After one second, we will receive a message in the console "Waiting WaitWithTaskDelay() ended". And after 5 seconds, the message "Waiting WaitWithTask...
Threading.Tasks; // You can return type as struct UniTask<T>(or UniTask), it is unity specialized lightweight alternative of Task<T> // zero allocation and fast excution for zero overhead async/await integrate with Unity async UniTask<string> DemoAsync() { // You can await Unity's ...
yield return new WaitForSeconds(seconds); } StartCoroutine(wait(2)); // 在Update() 中调用好像无效 //在JS中可以直接用 yield WaitForSeconds(3); //3 定时器的使用 using UnityEngine; using System.Collections; public class NewBehaviourScript : MonoBehaviour { ...
TotalSeconds; timer.TimerLoop = loop; task.m_TaskFlow = timer; return task; } public static FTask WaitUntil(Func<bool> predicate, ETimerLoop loop = ETimerLoop.Update) { WaitUntilPromise wait = Envirment.Current.GetModule<PoolModule>().Get<WaitUntilPromise, WaitUntilPromise.Poolable>(); F...
// Observable.WhenAll is for parallel asynchronous operation // (It's like Observable.Zip but specialized for single async operations like Task.WhenAll) var parallel = Observable.WhenAll( ObservableWWW.Get("http://google.com/"), ObservableWWW.Get("http://bing.com/"), ObservableWWW.Get("http...
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; ...
// when clicked button1, button1 and button2 was disabled for 3 seconds. var sharedCanExecute = new ReactiveProperty<bool>(); button1.BindToOnClick(sharedCanExecute, _ => { return Observable.Timer(TimeSpan.FromSeconds(3)).AsUnitObservable(); }); button2.BindToOnClick(sharedCanExecute, _ ...