AI代码解释 publicclassDestroyTest:UnityEngine.MonoBehaviour{privateUnityEngine.GameObject _gameObject;privatevoidStart(){_gameObject=newUnityEngine.GameObject("test");StartCoroutine(DelayedDestroy());}System.Colle
// Unity coroutine using UnityEngine; public class UnityCoroutineExample : MonoBehaviour { private void Start() { StartCoroutine(WaitOneSecond()); DoMoreStuff(); // This executes without waiting for WaitOneSecond } private IEnumerator WaitOneSecond() { yield return new WaitForSeconds(1.0f); Debu...
... 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...
yield return new WaitForEndOfFrame(); // 等待下一个渲染帧的结束 yield return new WaitUntil(() => oneSecond>1);//等到某判断条件为真时 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...
...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(); 这个函数在每次被 Unity 协程调度函数 (通常是协程所在类的SetupCoroutine()) 唤醒...
// Pause for a second. yield return new WaitForSeconds(1.0f); exampleInUse = false; } void OnGUI() { GUI.enabled = !exampleInUse; GUI.skin.button.fontSize = 24 * width / 800; if (GUI.Button(new Rect(xPos, yPos, xSize, ySize), "Move cubes normally")) { Time.timeScale = ...
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。 IEnumerator & Coroutine 协程其实就是一个IEnumerator(迭代器),IEnumerator 接口有两个方法 Current 和 MoveNext() ,前面介绍的 TaskManager 就是利用者两个方法对协程进行了管理,只...
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 ...
a) Generally, the easiest way to improve physics is to limit the amount of time spent on Physics or the number of iterations per second. This will reduce simulation accuracy. SeeTimeManagerin Unity b) The types of colliders in Unity have widely different performance characteristics. The order...
// Called every frame. The frame rate varies every second. void Update() { // I am setting how fast I should move toward the "player" // per second. In Unity, one unit is a meter. // Time.deltaTime gives the amount of time since the last frame. ...