C#中的yield return与Unity中的Coroutine(协程)(下)
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Unity中的Coroutine(协程)
估计熟悉Unity的人看过或者用过StartCoroutine()
假设我们在场景中有一个UGUI组件, Image:
将以下代码绑定到Image
1 using UnityEngine; 2 using System.Collections; 3 using System.Threading; 4 using UnityEngine.UI; 5 6 public class CoroutineDemo : MonoBehaviour { 7 8 // Use this for initialization 9 void Start () { 10 11 Debug.Log (Thread.CurrentThread.Name + ": Start begin. fCount=" + + Time.renderedFrameCount); 12 13 14 this.StartCoroutine (exeuteCoroutine()); 15 } 16 17 // Update is called once per frame 18 void Update () { 19 20 Debug.Log (Thread.CurrentThread.Name + ": Update(): fCount=" + Time.renderedFrameCount); 21 } 22 23 24 public IEnumerator exeuteCoroutine(){ 25 Debug.Log (Thread.CurrentThread.Name + ": Before yield return A, fCount=" + Time.renderedFrameCount); 26 //yield return new WaitForSeconds(1); 27 yield return "A"; 28 // yield return "C"; 29 // yield return "D"; 30 Debug.LogError (Thread.CurrentThread.Name + ": After yield return A, fCount=" + Time.renderedFrameCount); 31 } 32 33 IEnumerator LoadImage() 34 { 35 WWW www=new WWW("http://pic89.nipic.com/file/20160211/22571617_214730734684_2.jpg"); 36 Image img = this.gameObject.GetComponent<Image> (); 37 38 Debug.Log("Before yield return: " + www.url + " is done? " + www.isDone + ", rf=" + Time.renderedFrameCount); 39 40 yield return www; 41 42 Debug.Log("After yield return, " + www.url + " is done? " + www.isDone + ", rf=" + Time.renderedFrameCount); 43 Rect spriteRect = new Rect (0, 0, www.texture.width, www.texture.height); 44 Sprite imageSprite = Sprite.Create (www.texture, spriteRect, new Vector2 (0.5f, 0.5f)); 45 img.sprite = imageSprite; 46 47 } 48 }
运行之后日志输出:
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