Version: 2022.1

Coroutine

class in UnityEngine

/

继承自:YieldInstruction

切换到手册

描述

MonoBehaviour.StartCoroutine 返回 Coroutine。此类的实例仅用于引用这些协同程序,不具有任何暴露的属性或函数。

协同程序是一个可以暂停执行 (yield) 的函数,直到给定的 YieldInstruction 完成。

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { IEnumerator WaitAndPrint() { // suspend execution for 5 seconds yield return new WaitForSeconds(5); print("WaitAndPrint " + Time.time); }

IEnumerator Start() { print("Starting " + Time.time);

// Start function WaitAndPrint as a coroutine yield return StartCoroutine("WaitAndPrint"); print("Done " + Time.time); } }

该示例显示常规的 Start:

using UnityEngine;
using System.Collections;

// In this example we show how to invoke a coroutine and execute // the function in parallel. Start does not need IEnumerator.

public class ExampleClass : MonoBehaviour { private IEnumerator coroutine;

void Start() { // - After 0 seconds, prints "Starting 0.0 seconds" // - After 0 seconds, prints "Coroutine started" // - After 2 seconds, prints "Coroutine ended: 2.0 seconds" print("Starting " + Time.time + " seconds");

// Start function WaitAndPrint as a coroutine.

coroutine = WaitAndPrint(2.0f); StartCoroutine(coroutine);

print("Coroutine started"); }

private IEnumerator WaitAndPrint(float waitTime) { yield return new WaitForSeconds(waitTime); print("Coroutine ended: " + Time.time + " seconds"); } }

继承的成员