启动协程。
可以使用 yield 语句,随时暂停协程的执行。使用 yield 语句时,协程会暂停执行,并在下一帧自动恢复。请参阅协程文档以了解更多详细信息。
协程非常适合用于在若干帧中对行为建模。StartCoroutine 方法在第一个 yield 返回时返回,不过可以生成结果,这会等到协程完成执行。即使多个协程在同一帧中完成,也不能保证它们按照与启动相同的顺序结束。
生成的任何类型(包括 null)都会导致执行在后面的帧返回,除非协程已停止或完成。
注意:可以使用 MonoBehaviour.StopCoroutine 和 MonoBehaviour.StopAllCoroutines 停止协程。销毁 MonoBehaviour 时,或是如果 MonoBehaviour 所附加到的 GameObject 已禁用,也会停止协程。
禁用 MonoBehaviour 时,不会停止协程。
另请参阅:Coroutine、YieldInstruction
StartCoroutine 的示例:
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { // In this example we show how to invoke a coroutine and // continue executing the function in parallel.
private IEnumerator coroutine;
void Start() { // - After 0 seconds, prints "Starting 0.0" // - After 0 seconds, prints "Before WaitAndPrint Finishes 0.0" // - After 2 seconds, prints "WaitAndPrint 2.0" print("Starting " + Time.time);
// Start function WaitAndPrint as a coroutine.
coroutine = WaitAndPrint(2.0f); StartCoroutine(coroutine);
print("Before WaitAndPrint Finishes " + Time.time); }
// every 2 seconds perform the print() private IEnumerator WaitAndPrint(float waitTime) { while (true) { yield return new WaitForSeconds(waitTime); print("WaitAndPrint " + Time.time); } } }
另一个示例:
// In this example we show how to invoke a coroutine and wait until it // is completed
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { IEnumerator Start() { // - After 0 seconds, prints "Starting 0.0" // - After 2 seconds, prints "WaitAndPrint 2.0" // - After 2 seconds, prints "Done 2.0" print("Starting " + Time.time);
// Start function WaitAndPrint as a coroutine. And wait until it is completed. // the same as yield return WaitAndPrint(2.0f); yield return StartCoroutine(WaitAndPrint(2.0f)); print("Done " + Time.time); }
// suspend execution for waitTime seconds IEnumerator WaitAndPrint(float waitTime) { yield return new WaitForSeconds(waitTime); print("WaitAndPrint " + Time.time); } }
启动一个名为 methodName
的协同程序。
在大多数情况下,要使用上面的 StartCoroutine 变体。 但是,使用字符串方法名称的 StartCoroutine 让你能够使用具有特定方法名称的 StopCoroutine。 缺点是字符串版本在启动协程时的运行时开销更高,并且只能传递一个参数。
// In this example we show how to invoke a coroutine using a string name and stop it.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { IEnumerator Start() { StartCoroutine("DoSomething", 2.0f); yield return new WaitForSeconds(1); StopCoroutine("DoSomething"); }
IEnumerator DoSomething(float someParameter) { while (true) { print("DoSomething Loop");
// Yield execution of this coroutine and return to the main loop until next frame yield return null; } } }
已创建的协程可以启动另一个协程。这两个协程能按多种方式共同运行。这包括并行运行两个协程。或者,一个协程可以让另一协程停止,而自己继续运行。以下脚本示例说明一个协程在启动另一协程时暂停。第二个协程结束后,将重新启动第一个协程。
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class ExampleClass : MonoBehaviour { void Start() { StartCoroutine(coroutineA()); }
IEnumerator coroutineA() { // wait for 1 second Debug.Log("coroutineA created"); yield return new WaitForSeconds(1.0f); yield return StartCoroutine(coroutineB()); Debug.Log("coroutineA running again"); }
IEnumerator coroutineB() { Debug.Log("coroutineB created"); yield return new WaitForSeconds(2.5f); Debug.Log("coroutineB enables coroutineA to run"); } }
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.