用 Unity 构建模拟系统 – 事件函数的执行顺序
一、万物之源——MonoBehaviour类 MonoBehaviour 是 Unity 中所有脚本的基类,它 […]
用 Unity 构建模拟系统 – 事件函数的执行顺序 Read More »
一、万物之源——MonoBehaviour类 MonoBehaviour 是 Unity 中所有脚本的基类,它 […]
用 Unity 构建模拟系统 – 事件函数的执行顺序 Read More »
1. The Source of All Things — The MonoBehaviour Class M
Building a Simulation System with Unity: Execution Order of Event Functions Read More »
一、什么是协程? 协程是一种特殊的函数,其执行可以被暂停和恢复,适用于需要等待某个条件或时间的场景。在 Uni
用 Unity 构建模拟系统 – Coroutine(协程技术) Read More »
This example illustrates how coroutines can be used to manage asynchronous state transitions in a game, controlled by user input. The logic is clean, sequential, and easy to follow, making coroutines a powerful tool for handling non-blocking tasks in Unity.
Building a Simulation System with Unity: Coroutines Read More »