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Day30 Coroutine

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0% found this document useful (0 votes)
7 views9 pages

Day30 Coroutine

Uploaded by

thanhphh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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COROUTINE

PRESENTER: DUONG HOANG THANH


COROUTINE

• A special type of function used in Unity


• to stop the execution until sometime or
certain condition is met,
• and continues from where it had left off.
• It is essentially a function declared with a return
type of IEnumerator
• and with the yield return statement included
somewhere in the body.
• The yield return line is the point at which
execution will pause and be resumed the
following frame
• The start of a coroutine corresponds to the creation
of an object of type coroutine.

START & STOP


COROUTINE public Coroutine StartCoroutine(IEnumerator routine);
public void StopCoroutine(IEnumerator routine);
public void StopAllCoroutines();

IEnumerator MyCoroutine(){yield return null;}


IEnumerator MyCoroutineOneParam(int i){yield return null;}
IEnumerator MyCoroutineManyParams(int i, int j){yield return null;}
COROUTIN
E VS
NORMAL
FUNCTIONS
WAIT FOR
SECOND
WHAT YOU CAN YIELD

• null – the coroutine executes the next time that it is eligible


• WaitForEndOfFrame – the coroutine executes on the frame, after all of the rendering and GUI is
complete
• WaitForFixedUpdate – causes this coroutine to execute at the next physics step, after all physics is
calculated
• WaitForSeconds – causes the coroutine not to execute for a given game time period
• WWW – waits for a web request to complete (resumes as if WaitForSeconds or null)
• Another coroutine – in which case the new coroutine will run to completion before the yielder is
resumed
• yield break – immediately stops the coroutine.
• …
COROUTINE
UPDATE

•Coroutine is tied to the


MonoBehaviour component that
hosted the call.
IMPLEMEN
T
BLINKING
IMPLEMENT
CONVERSA
TION

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