错误“'UnityEngine.WaitUntil.WaitUntil(system.func<bool>)的最佳重载方法匹配有一些无效参数”是由于参数不匹配导致的。 在Unity引擎中,WaitUntil方法用于等待指定条件为真时再继续执行后续代码。它接受一个委托(Delegate)作为参数,该委托必须返回一个布尔值...
AI代码解释 Func<bool>f;voidStart(){// 启动协程StartCoroutine(IEtest4());//f = isTrue;//f();}publicboolisTrue(){returntrue;}IEnumeratorIEtest1(){s="你好,欢迎你到家";Test();yieldreturnnewWaitForSeconds(5f);// update 和 LateUpdate 之间s="你可以去客厅等我";Test1();}IEnumeratorIEtest...
bool canShoot = true; IEnumerator ShootThenDelay(float seconds) { canShoot = false; Shoot(); yield return new WaitForSeconds(seconds); canShoot = true; } 然后检查 if (canShoot && Input.GetMouseButtonDown(0)) 或者,在您的情况下,您实际上可以直接等到例程使用 // Yes! If you make Start r...
public class MyYieldInstruction : CustomYieldInstruction { private bool isFinished = false; // 是否完成的标志位 public override bool keepWaiting { get { return !isFinished; // 当未完成时,协程继续等待 } } public void Finish() { isFinished = true; // 设置完成标志位 } } 众所周知,自定义yie...
WaitUntilCanceled(); Debug.Log("Canceled!"); } 同样可以用CancellationToken.ToUniTask创建一个UniTask,当CancellationToken被取消时,这个UniTask将被成功终止。 3.自定义生命周期 当检测到取消时,所有方法都会抛出`OperationCanceledException`并向上游传播。当异常(不限于`OperationCanceledException`)在异步方法中没...
The following sections consist of deeper information on the Game Kit systems and may require more Unity knowledge. Some topics require knowledge of C#.
// if there was no countdown yet, the master client (this one) waits until everyone loaded the level and sets a timer start int startTimestamp; bool startTimeIsSet = CountdownTimer.TryGetStartTime(out startTimestamp); if (!isGameStart && changedProps.ContainsKey(Const.PLAYER_LOADED_LEVEL)...
WaitForEndOfFrame(this); // this is MonoBehaviour #endif // replacement of yield return new WaitForFixedUpdate(same as UniTask.Yield(PlayerLoopTiming.FixedUpdate)) await UniTask.WaitForFixedUpdate(); // replacement of yield return WaitUntil await UniTask.WaitUntil(() => isActive == false); // ...
void Update() { for(int i = 0; i < myArray.Length; i++) { if(exampleBool) { ExampleFunction(myArray[i]); } } } With a simple change, the code iterates through the loop only if the condition is met. void Update() { if(exampleBool) { for(int i = 0; i < myArray.Le...
private bool MoveNext() { switch (this.<>1__state) { case 0: this.<>1__state = -1; UnityEngine.Debug.Log("wait for 1s"); this.<>2__current = new WaitForSeconds(1f); // 重点关注 这个赋值; this.<>1__state = 1; return true; ...