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In unity, it is very common to delay the execution of a piece of code or a method or several methods.
The Invoke and Invokerepeating methods are generally used. As the name implies, the first one is executed once and the second is repeated execution.
Look at the definition:
void Invoke (String methodName, float time);
The first parameter is the method name (note is in the form of a string) and is not a more convenient delegate. The second one is how many seconds to delay. Executes only once.
void Invokerepeating (String methodName, float time, float repeatrate);
Invokerepeating The second parameter is the number of seconds after which the delay begins, and the third parameter is the second of each execution interval.
Have you found that these two methods have a disadvantage, is to enter the method name! That is, I said, if I want to delay the execution of a piece of code, I have to put the code in a method, and then use the Invoke or Invokerepeating method to execute.
This can be particularly inconvenient for reference to context variables, properties, and cannot pass parameters!!! What's the use of him?
I guess you must have used such a method. Yes, "synergy" sounds pretty big on the top of the name AH.
Use Startcoroutine to execute a method that takes IEnumerator as the return value, usually for asynchronous download Ah, and so time-consuming and can not let the game card dead.
There is also a good class waitforseconds, yes, it is a constructor that is used to delay the (delay .....). Is it better than million-ai? Bishier useful? )。
Okay, no nonsense, here is my own time delay method, placed in a class in a static method exists. The code that specifies the number of seconds can be delayed anywhere at any time.
Using Unityengine;
Using System.Collections;
Using System;
public class Delaytoinvoke:monobehaviour
{
public static IEnumerator Delaytoinvokedo (Action action, float delaySeconds)
{
Yield return new waitforseconds (delaySeconds);
Action ();
}
}
How to use it?
For example, if I click on a button in Ngui,
void OnClick ()
{
Startcoroutine (Delaytoinvoke.delaytoinvokedo () =
{
Application.loadlevel ("Option");
}, 0.1f));
}
You see that?
Application.loadlevel ("Option"), which is the code snippet that you want to delay execution.
You can write it for a long, long time. Action, whatever.
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Unity delays implementation of a piece of code in a better way