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