usingUnityEngine;/*** Generic class for implementing timers (specified in seconds)*/publicclassDurationTimer{privatefloatpolledTime;privatefloatdurationTime;/*** Constructor with a specified duration time*/publicDurationTimer(floatdurationTime){Reset(durationTime);}/*** Updates the timer manually*/publi...
This is the time in seconds since the start of the game. fixedUnscaledTimeAsDouble The double precision timeScale-independent time at the beginning of the last FixedUpdate (Read Only). This is the time in seconds since the start of the game. frameCount The total number of frames since the...
Unity会在Obstacle移动该距离下,将其处理为移动状态,使用该属性设置移动更新Carve空洞的频率。 Time To StationaryThe time (in seconds) to wait until the obstacle is treated as stationary. Obstacle停止运动后,经过多少时间(秒)会被处理为静止状态。 Carve Only StationaryWhen enabled, the obstacle is carved ...
privatevoidFloatForTime(float time){//秒数取整int seconds=(int)time;//一小时为3600秒 秒数对3600取整即为小时int hour=seconds/3600;//一分钟为60秒 秒数对3600取余再对60取整即为分钟int minute=seconds%3600/60;//对3600取余再对60取余即为秒数seconds=seconds%3600%60;//打印00:00:00时间格式Deb...
InvokeRepeating Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. IsInvoking Is any invoke on methodName pending? StartCoroutine Starts a coroutine. StopAllCoroutines Stops all coroutines running on this behaviour. StopCoroutine Stops all coroutines named methodName...
When you open Unity for the first time, you see the project dialog shown in Figure 2. Figure 2 The Unity Project Wizard In the project dialog, you specify the name and location for your project (1). You can import any packages into your project (2), though you don’t have to check...
Delaying the start of the Adjust SDK gives your app time to receive any session parameters (such as unique identifiers) you may want to send on install. Set the initial delay time in seconds with the method setDelayStart in the AdjustConfig instance: adjustConfig.setDelayStart(5.5); In this...
• Can have several seconds delay(可以有几秒钟的延迟 • Unity native memory(unity本机内存 • Dispose() cleans up internal memory(Dispose () 清理内部内存 • Eventually called from finalizer( 最终从finalizer终结器调用 • Manually call Dispose() to cleanup(手动调用 Dispose() ...
_animator.SetTrigger("Attack"); // Wait for .5 to 4 seconds before playing attacking animation, repeat. float randomTime = Random.Range(.5f, 4f); yield return new WaitForSeconds(randomTime); } Physics and Collision Detection Physics and collision detection features in 3D are nearly the same...
(stepCount*time); float deltaTime = 1/stepCount; while (value < 1f) { value += deltaValue; meshRenderer.SetBlendShapeWeight(1, value * 100f); yield return new WaitForSeconds(deltaTime); } print(Time.time);}因此,当我设置 time=1f 和 stepCount=1 时,开始和结束打印之间的实时时间为 1 ...