yield StartCoroutine:协程在指定协程执行结束后,再继续执行
using System.Collections;
using UnityEngine;public class mCorutine : MonoBehaviour
{
public float time = 1;
void Awake()
{
StartCoroutine(FirstLayerCorutine());
}
IEnumerator FirstLayerCorutine()
{
for (int i = 0; i < 10; i++)
{
Debug.Log(string .Format("第{0}组", i + 1));
yield return StartCoroutine(SecondLayerCorutine());
}
}
IEnumerator SecondLayerCorutine()
{
for (int i = 0; i < 5; i++)
{
Debug.Log(string .Format("{0}", i + 1));
yield return new WaitForSeconds(time);
}
}
}