协程完成后如何继续功能? [英] How to continue the function only after the coroutine completes?
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:
时间1- 0
时间3-0
time2- 3.0146
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
time1- 0
time2- 3
time3- 3
推荐答案
位于的文档https://docs.unity3d.com/ScriptReference/MonoBehaviour.StartCoroutine.html 似乎有一个与您尝试执行的操作几乎相同的示例:
The documentation at https://docs.unity3d.com/ScriptReference/MonoBehaviour.StartCoroutine.html seems to have an example that is almost identical to what you are trying to do:
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));
强制其等待方法,然后继续.
The key point seems to be that their Start
routine returns IEnumerator and then uses yield return StartCoroutine(WaitAndPrint(2.0F));
to force it to wait on that method before continuing.
对您而言,等价于:
IEnumerator Generate()
{
yield return StartCoroutine(FallDelayCoroutine());
print("time3- " + Time.time);
}
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