... yield return Yielders.GetWaitForSeconds(1.0f); // wait for one second ... Coroutine 的工作原理 观察调用链可知,Unity Coroutine 的调用约定靠返回的 IEnumerator 对象来维系。我们知道 IEnumerator 的核心功能函数是: bool MoveNext(); 这个函数在每次被 Unity 协程调度函数 (通常是协程所在类的 Setup...
在Yielders.cs这个文件里,集中地创建了上面这些类型的静态对象,使用时可以直接这样: ...yieldreturnYielders.GetWaitForSeconds(1.0f);// wait for one second... Coroutine 的工作原理 观察调用链可知,Unity Coroutine 的调用约定靠返回的IEnumerator对象来维系。我们知道IEnumerator的核心功能函数是: boolMoveNext();...
AI代码解释 publicclassDestroyTest:UnityEngine.MonoBehaviour{privateUnityEngine.GameObject _gameObject;privatevoidStart(){_gameObject=newUnityEngine.GameObject("test");StartCoroutine(DelayedDestroy());}System.Collections.IEnumeratorDelayedDestroy(){// cache WaitForSeconds to reusevarwaitOneSecond=newUnityEngine....
// Unity coroutineusingUnityEngine;publicclassUnityCoroutineExample:MonoBehaviour{privatevoidStart(){ StartCoroutine(WaitOneSecond()); DoMoreStuff();// This executes without waiting for WaitOneSecond}privateIEnumeratorWaitOneSecond(){yieldreturnnewWaitForSeconds(1.0f); Debug.Log("Finished waiting."); }...
StartCoroutine(WaitOneSecond()); DoMoreStuff(); // This executes without waiting for WaitOneSecond } private IEnumerator WaitOneSecond() { yield return new WaitForSeconds(1.0f); Debug.Log("Finished waiting."); } } 1. 2. 3. 4.
// Have WaitForSeconds wait for different amounts of time. The cubes // move upward or downward one at a time.public class ScriptExample : MonoBehaviour { private GameObject[] gameObjects; private int numberOfGameObjects = 3; private bool exampleInUse = false; private int width, height; ...
yield return new WaitWhile(() => oneSecond>1);//等到某判断条件为假时 AsyncOperation async = SceneManager.LoadSceneAsync("SceneName");//暂停协程,异步场景加载 yield return async; // 等待场景加载完成 yield break;//直接终止,类似于return操作 ...
UnityEngine.Debug.Log("wait one second"); } //新增函数(或者修复代码[IFix.Patch]),赋值到一个delegate变量 public class Test { public delegate int MyDelegate(int a, int b);//这个delegate是原有的 [IFix.Interpret] public MyDelegate TestDelegate() ...
= null && _current.MoveNext()) { //Return whatever the coroutine yielded, so we will yield the //same thing yield return _current.Current; } else //Otherwise wait for the next frame yield return null; } } IEnumerator CountUp() { //We have a local increment so the routines //get ...
When it sees a new text, it will always wait one second before it queues a translation request, to check if that same text changes. It will not send out any request until the text has not changed for 1 second. It will never send out more than 8000 requests (max 200 characters each ...