这允许您执行以下操作: publicclassAsyncExample:MonoBehaviour{publicasyncvoidStart(){// Wait one secondawaitnewWaitForSeconds(1.0f);// Wait for IEnumerator to completeawaitCustomCoroutineAsync();awaitLoadModelAsync();// You can also get the final yielded value from the coroutinevarvalue=(string)(awai...
publicclassAsyncAwaitExample:MonoBehaviour{privateasyncvoidStart(){ Debug.Log("Wait.");awaitWaitOneSecondAsync(); DoMoreStuff();// Will not execute until WaitOneSecond has completed}privateasyncTaskWaitOneSecondAsync(){awaitTask.Delay(TimeSpan.FromSeconds(1)); Debug.Log("Finished waiting."); } ...
static public IEnumerator WaitForSeconds(float second, CondDelegate cond = null) { DateTime init_dt = DateTime.Now; TimeSpan time; while (true) { time = DateTime.Now - init_dt; if (time.TotalSeconds <= second && !cond()) { yield return null; } else { break; } } } } 1. 2. 3...
//WaitForSecondsexample. // // Create three cubes. Press the "Move cubes normally" button to animate them. // Press the "Move cubes quickly" button to animate them faster. // HaveWaitForSecondswait for different amounts of time. The cubes // move upward or downward one at a time. ...
usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;publicclassTimeWait : MonoBehaviour {//Use this for initializationvoidStart () { StartCoroutine(DelayTime()); Debug.Log("等待两秒"); }//Update is called once per framevoidUpdate () { ...
Press "F" to activate the animation, then wait 1 second and re-enable the Mesh Renderer. The console will log the Spine Event, even though the animation was already halfway completed when it became visible again. Forum Post:http://esotericsoftware.com/forum/Update-When-Invisible-setting-causin...
publicclassDestroyTest:UnityEngine.MonoBehaviour{privateUnityEngine.GameObject _gameObject;privatevoidStart(){_gameObject=newUnityEngine.GameObject("test");StartCoroutine(DelayedDestroy());}System.Collections.IEnumeratorDelayedDestroy(){// cache WaitForSeconds to reusevarwaitOneSecond=newUnityEngine.WaitForSeconds...
IEnumerator coroutineA() { // wait for 1 secondDebug.Log("coroutineA created"); yield return newWaitForSeconds(1.0f); yield return StartCoroutine(coroutineB());Debug.Log("coroutineA running again"); } IEnumerator coroutineB() {Debug.Log("coroutineB created"); yield return newWaitForSeconds(...
值得注意的是 WaitForSeconds()受Time.timeScale影响,当Time.timeScale = 0f 时,yield return new WaitForSecond(x) 将不会满足。 以上其实说了这么多,就记住一个要点:当执行到yield语句的时候,代码权限就被交给调用它的父线程了,就把你给挂起了,外部根据你yield的条件,知道该什么时候去调用MoveNext(),当再次调...
//Otherwise wait for the next frame yield return null; } } IEnumerator CountUp() { //We have a local increment so the routines //get independently faster depending on how //long they have been active float increment = 0; while(true) ...