阅读资料:http://docs.unity3d.com/Documentation/Manual/Coroutines.html
http://blog.csdn.net/a112634313/article/details/7915168
http://blog.csdn.net/hany3000/article/details/10382221
可以用来进行异步加载,复杂运算(放在Update中有时会卡死因为在一帧中进行),渐变效果,优化程序等。
源码:
using UnityEngine;
using System.Collections;
public class coroutineTest2 : MonoBehaviour{
int i=1;
void Update (){
Debug.Log("this is in"+i.ToString()+"frame");
StartCoroutine(CoroutineTest());
i++;
}
IEnumerator CoroutineTest(){
Debug.Log("do this infist frame");
yield return1;
Debug.Log("do this innext frame");
}
}
结果:
使用yield break可以中断协同而不使用stopcoroutine。
嵌套使用协同测试:
using UnityEngine;
using System.Collections;
public class coroutineTest2 : MonoBehaviour{
int i=1;
void Update (){
Debug.Log("this isin"+i.ToString()+"frame");
StartCoroutine(CoroutineTest());
i++;
}
IEnumerator CoroutineTest(){
Debug.Log("do this infist frame");
yield return null;
StartCoroutine(CoroutineTestNext());
Debug.Log("do this innext frame");
}
IEnumerator CoroutineTestNext(){
Debug.Log("this is nextyield 1");
yield return1;
Debug.Log("this is nextyield 2");
}
}
结果: