协同能够yield等待 直到下次更新"yield;", 直到给定的数量的更新已通过 "yield anInt;", 直到给定的秒已通过 "yield aFloat;", 或者直到还有一个协程已完毕"yield scheduler.StartCoroutine(Coroutine());".StartCoroutine(Coroutine());"。 多个 调度 程序实例支持,而且能够非常实用。协同执行能够执行在一个全然不...
coroutineObj.coroutine = base.StartCoroutine(coroutineObj.InternalRoutine(coroutine)); return coroutineObj; } /// /// Lockable coroutine. Can either wait for a previous coroutine to finish or a timeout or just bail if previous one isn't done. /// Caution: the default timeout is 10 second...
Coroutine<T> coroutineObj =new Coroutine<T>(); base.StartCoroutine(coroutineObj.InternalRoutine(coroutine)); return coroutineObj; /// /// Lockable coroutine. Can either wait for a previous coroutine to finish or a timeout or just bail if previous one isn't done. /// Caution: the default...
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)(awaitCustomCoroutineWithReturn...
Unity协程(Coroutine)原理深入剖析再续 By D.S.Qiu 尊重他人的劳动,支持原创,转载请注明出处:http.dsqiu.iteye.com 前面已经介绍过对协程(Coroutine)的认识和理解,主要讲到了Unity引擎在执行协程(Coroutine)的原理(Unity协程(Coroutine)原理深入剖析)和对协程(Coroutine)状态的控制(Unity协程(Coroutine)管理类——Task...
http://wiki.unity3d.com/index.php?title=CoroutineScheduler 项目地址:javascript:void(0) 详细的内容例如以下: 一个简单的协同调度程序。 这个协同调度程序同意全然控制一套协同程序的执行机制。 阅读代码也将帮助您了解 协同怎样在幕后工作。了解协同程序怎样构建.Net 发电机的基础上构建,将同意您将协同支持加入到...
OnParticleCollision可以是一个coroutine,简单地在这个函数中使用yield语句。 function OnpostRender():void 描述:OnPostRender在相机渲染场景之后调用。 只有脚本被附加到相机上时才会调用这个函数。OnPostRender可以是一个coroutine,简单地在这个函数中使用yield语句。
UnityTestAttribute is the main addition to the standard NUnit library for the Unity Test Runner. This is a type of unit test that allows you to skip a frame from within a test (which allows background tasks to finish). Execute UnityTestAttribute as a coroutine when running in Play mode ...
using System.Collections; using UniRx.Async; //必要 using UnityEngine; public class Sample6 : MonoBehaviour { async void Start() { // コルーチン(IEnumerator)をawaitできる await MoveCoroutine(); Debug.Log("Done!"); } //数秒間前に進むコルーチン IEnumerator MoveCoroutine() { var start...
keepWaiting) { isWaiting = true; } } else if (currentType == typeof(EditorCoroutine)) { // Were waiting on another coroutine to finish var editorCoroutine = current as EditorCoroutine; if (!editorCoroutine.HasFinished) { isWaiting = true; } } else if (typeof(IEnumerator).IsAssignable...