首页 > 解决方案 > 协程完成后如何继续功能?

问题描述

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
time3- 0
time2- 3.0146

我想要的输出是:

时间1- 0
时间2- 3
时间3- 3

标签: c#visual-studiounity3dcoroutine

解决方案


https://docs.unity3d.com/ScriptReference/MonoBehaviour.StartCoroutine.html上的文档似乎有一个与您尝试执行的操作几乎相同的示例:

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));它强制它在继续之前等待该方法。

所以对你来说等价的是:

IEnumerator Generate()
{
    yield return StartCoroutine(FallDelayCoroutine());
    print("time3- " + Time.time);
}

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