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:
time1- 0
时间3-0
time2- 3.0146
我想要的输出是:
time1- 0
时间2-3
时间3-3
答案 0 :(得分:1)
https://docs.unity3d.com/ScriptReference/MonoBehaviour.StartCoroutine.html上的文档似乎有一个示例,与您尝试执行的操作几乎相同:
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);
}
关键点似乎是他们的Start
例程返回IEnumerator,然后使用yield return StartCoroutine(WaitAndPrint(2.0F));
强制其在继续该方法之前等待。
对您而言,等价于:
IEnumerator Generate()
{
yield return StartCoroutine(FallDelayCoroutine());
print("time3- " + Time.time);
}
答案 1 :(得分:0)
作为使用两个协程的other answer的替代方案,您还可以添加一个回调,例如
IEnumerator FallDelayCoroutine(Action whenDone)
{
print("time1- "+ Time.time);
yield return new WaitForSeconds(3f);
print("time2- " + Time.time);
whenDone?.Invoke();
}
并使用例如一个lambda表达式
void Generate()
{
StartCoroutine(FallDelayCoroutine(() => {
print("time3- " + Time.time);
}));
}
或带有方法
void Generate()
{
StartCoroutine(FallDelayCoroutine(OnFallDelayDone));
}
private void OnFallDelayDone()
{
print("time3- " + Time.time);
}