void Generate()
{
StartCoroutine(FallDelayCoroutine());
print("time3- " + Time.time);
}
IEnumerator FallDelayCoroutine()
{
print("time1- "+ Time.time);
yield return new WaitForSeconds(3f);
print("time2- " + Time.time);
}输出:
时间1-0 时间3-0 时间2- 3.0146
我想要的输出是:
时间1-0 时间2-3 时间3-3
发布于 2019-02-06 17:38:31
https://docs.unity3d.com/ScriptReference/MonoBehaviour.StartCoroutine.html的文档中似乎有一个与您所要做的几乎完全相同的示例:
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 WaitAndPrint(2.0);
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);
}关键似乎是他们的Start例程返回IEnumerator,然后使用yield return StartCoroutine(WaitAndPrint(2.0F));强制它在继续之前等待该方法。
所以对你来说等价的是:
IEnumerator Generate()
{
yield return StartCoroutine(FallDelayCoroutine());
print("time3- " + Time.time);
}发布于 2019-02-06 21:07:13
作为替代other answer,使用两个协同服务,您还可以添加一个回调,如。
IEnumerator FallDelayCoroutine(Action whenDone)
{
print("time1- "+ Time.time);
yield return new WaitForSeconds(3f);
print("time2- " + Time.time);
whenDone?.Invoke();
}并调用它,例如使用lambda表达式
void Generate()
{
StartCoroutine(FallDelayCoroutine(() => {
print("time3- " + Time.time);
}));
}或者用一种方法
void Generate()
{
StartCoroutine(FallDelayCoroutine(OnFallDelayDone));
}
private void OnFallDelayDone()
{
print("time3- " + Time.time);
}https://stackoverflow.com/questions/54558982
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