测试1: using UnityEngine; using System.Collections; public class test1 : MonoBehaviour { // Use this for initialization void Start () { Debug.Log("in start " + Time.time.ToString()); StartCoroutine(callYieldFunction()); //必须要用StartCoroutine Debug.…
Unity中的Coroutine(协程) 估计熟悉Unity的人看过或者用过StartCoroutine() 假设我们在场景中有一个UGUI组件, Image: 将以下代码绑定到Image using UnityEngine; using System.Collections; using System.Threading; using UnityEngine.UI; public class CoroutineDemo : MonoBehaviour { // Use this for ini…
代码如下: 在Documents1方法中使用yield return之后, 下次在进入Documents1方法就是从上一次yield return部分执行 using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading; using System.Threading.Tasks; names…
Yield has two great uses It helps to provide custom iteration with out creating temp collections. It helps to do stateful iteration Iteration. It creates a state machine "under the covers" that remembers where you were on each additional cycle o…
事情的经过是这样的: 我用C#写了一个很简单的一个通过迭代生成序列的函数. public static IEnumerable<T> Iterate<T>(this Func<T, T> f, T initVal, int length) { Checker.NullCheck(nameof(f), f); Checker.RangeCheck(nameof(length), length, , int.MaxValue); var current = initVal;…
using System; using System.Collections; namespace YieldDemo { class Program { public static IEnumerable Power(int num, int exponent) { int counter = 0; int result = 1; while (counter++ < exponent) { //if (counter == 4) yield break; if (counter == 4)…