The principle of Unity's coroutine

Unity is a very powerful game engine that supports a variety of programming languages, the most commonly used of which is C#. In Unity, coroutine is a very powerful function, which allows us to achieve various effects in the game. This article will introduce the principle of Unity coroutine in detail, and give a detailed explanation of the sample code.

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1. Definition of coroutine

A coroutine is a special kind of function that can pause during execution and resume execution when needed. In Unity, coroutines allow us to achieve various effects in the game, such as delayed execution, animation playback, waiting for user input, and so on.

2. The realization principle of the coroutine

In Unity, coroutines are implemented through iterators. An iterator is a special kind of function that can pause in execution and resume execution when needed. In C#, iterators are implemented using the yield statement. The yield statement can return execution to the caller and resume execution if needed. In Unity, a coroutine is an iterator implemented using the yield statement.

The implementation principle of the coroutine is as follows:

  1. Define coroutine function

First, we need to define a coroutine function. The coroutine function must return an iterator, which contains the yield statement.

  1. Start the coroutine

The method to start a coroutine is StartCoroutine. When we call StartCoroutine, the coroutine function will be executed and return an iterator.

  1. suspend coroutine

In a coroutine function, we can suspend the coroutine using the yield statement. When the coroutine is suspended, execution is returned to the caller.

  1. resume coroutine

When the coroutine is suspended, we can resume the coroutine using the yield statement. After resuming the coroutine, the coroutine function will continue to execute from the place where it was suspended last time.

  1. stop coroutine

When the coroutine is finished or needs to be stopped, we can use the StopCoroutine method to stop the coroutine.

3. Detailed explanation of sample code

The following is a sample code that uses coroutines to implement delayed execution:

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using UnityEngine; using System.Collections; public class DelayedAction : MonoBehaviour { void Start() { StartCoroutine(DelayAction(3.0f)); } IEnumerator DelayAction(float delayTime) { yield return new WaitForSeconds(delayTime); Debug.Log("Delayed action completed after " + delayTime + " seconds."); } }

In the above sample code, we define a DelayAction coroutine function, which receives a delayTime parameter, which indicates the delay execution time. In the Start method, we call the StartCoroutine method to start the coroutine and pass in the delayTime parameter.

In the DelayAction coroutine function, we use the yield statement to suspend the coroutine, and wait for delayTime seconds to resume the coroutine. After resuming the coroutine, we output a log indicating that the delayed execution is complete.

When the delayed execution is complete, the coroutine will automatically stop.

Summarize

This article introduces the principle of Unity coroutines in detail, and gives a sample code that uses coroutines to implement delayed execution. Coroutine is a very powerful function in Unity, which allows us to achieve various effects in the game. When using coroutines, we need to pay attention to operations such as starting, pausing, resuming, and stopping the coroutines to ensure that the coroutines can be executed correctly.

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転載: blog.csdn.net/voidinit/article/details/130085537