unity ienumerator
void Start() {
StartCoroutine("func"); // Start coroutine named "func"
}
IEnumerator func() {
Debug.Log("Hello");
yield return new WaitForSecondsRealtime(1); //Wait 1 second
Debug.Log("World");
}
3.88
8
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ExampleScript : MonoBehaviour
{
void Start()
{
StartCoroutine("example");
//Start Coroutine
}
IEnumerator example()
{
//Code in IEnumerator
}
}
Thank you!
8
0
4.11
9
IEnumerator Start()
{
Debug.Log("Start1");
yield return new WaitForSeconds(2.5f);
Debug.Log("Start2");
}
Thank you!
9
0
3.8
5
void start()
StartCoroutine(Text());
IEnumerator Text() // <- its a standalone method
{
Debug.Log("Hello")
yield return new WaitForSeconds(3)
Debug.Log("ByeBye")
}
Thank you!
5
0
4
1
void Start()
{
StartCoroutine(Test());
}
IEnumerator Test()
{
yield return new WaitForSeconds[2];
}
Thank you!
1
0
4.4
5
using UnityEngine;
using System.Collections;// In this example we show how to invoke a coroutine and execute
// the function in parallel. Start does not need IEnumerator.public class ExampleClass : MonoBehaviour
{
private IEnumerator coroutine; void Start()
{
// - After 0 seconds, prints "Starting 0.0 seconds"
// - After 0 seconds, prints "Coroutine started"
// - After 2 seconds, prints "Coroutine ended: 2.0 seconds"
print("Starting " + Time.time + " seconds"); // Start function WaitAndPrint as a coroutine. coroutine = WaitAndPrint(2.0f);
StartCoroutine(coroutine); print("Coroutine started");
} private IEnumerator WaitAndPrint(float waitTime)
{
yield return new WaitForSeconds(waitTime);
print("Coroutine ended: " + Time.time + " seconds");
}
}
Thank you!
5
0
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