public Coroutine StartCoroutine (IEnumerator routine);

Description

启动一个协同程序。

The execution of a coroutine can be paused at any point using the yield statement. When a yield statement is used, the coroutine will pause execution and automatically resume at the next frame. See the Coroutines documentation for more details. Coroutines are excellent when modeling behavior over several frames. Coroutines have virtually no performance overhead. StartCoroutine function always returns immediately, however you can yield the result. Yielding waits until the coroutine has finished execution. There is no guarantee that coroutines end in the same order that they were started, even if they finish in the same frame.

An example of StartCoroutine:

using UnityEngine;
using System.Collections;

// In this example we show how to invoke a coroutine and // continue executing the function in parallel.

public class ExampleClass : MonoBehaviour { // In this example we show how to invoke a coroutine and // continue executing the function in parallel.

private IEnumerator coroutine;

void Start() { // - After 0 seconds, prints "Starting 0.0" // - After 0 seconds, prints "Before WaitAndPrint Finishes 0.0" // - After 2 seconds, prints "WaitAndPrint 2.0" print("Starting " + Time.time);

// Start function WaitAndPrint as a coroutine.

coroutine = WaitAndPrint(2.0f); StartCoroutine(coroutine);

print("Before WaitAndPrint Finishes " + Time.time); }

// every 2 seconds perform the print() private IEnumerator WaitAndPrint(float waitTime) { while (true) { yield return new WaitForSeconds(waitTime); print("WaitAndPrint " + Time.time); } } }

另一个示例:

// In this example we show how to invoke a coroutine and wait until it
// is completed

using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { 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); } }

public Coroutine StartCoroutine (string methodName, object value= null);

Description

启动一个名为 methodName 的协同程序。

在大多数情况下,您应该使用上面的 StartCoroutine 变体。 但是,使用字符串方法名称的 StartCoroutine 让您能够使用具有特定方法名称的 StopCoroutine。 缺点是字符串版本在启动协同程序时的运行时开销更高,并且您只能传递一个参数。

// In this example we show how to invoke a coroutine using a string name and stop it.

using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { IEnumerator Start() { StartCoroutine("DoSomething", 2.0F); yield return new WaitForSeconds(1); StopCoroutine("DoSomething"); }

IEnumerator DoSomething(float someParameter) { while (true) { print("DoSomething Loop");

// Yield execution of this coroutine and return to the main loop until next frame yield return null; } } }

Parameters

coroutine所创建的协同程序的名称。

Description

启动一个名为 coroutine 的协同程序。

Create a Coroutine. Any coroutine name can be used. A StartCoroutine function terminates immediately, however, the Coroutine it creates runs as expected. A created coroutine can start another coroutine. These two coroutines can operate together in many ways. This includes both coroutine running in parallel. Alternatively one coroutine can stop the other while it continues itself. The script example below shows one coroutine pausing as it starts another one. Once this second coroutine finishes it restarts the first one.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ExampleClass : MonoBehaviour { void Start() { StartCoroutine(coroutineA()); }

IEnumerator coroutineA() { // wait for 1 second Debug.Log("coroutineA created"); yield return new WaitForSeconds(1.0f); yield return StartCoroutine(coroutineB()); Debug.Log("coroutineA running again"); }

IEnumerator coroutineB() { Debug.Log("coroutineB created"); yield return new WaitForSeconds(2.5f); Debug.Log("coroutineB enables coroutineA to run"); } }