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Observable.EveryUpdate | UpdateAsObservable | |
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public static UniTask Delay( int millisecondsDelay, bool ignoreTimeScale = false, PlayerLoopTiming delayTiming = PlayerLoopTiming.Update, CancellationToken cancellationToken = default(CancellationToken))
¡¡// 1ÉÃÂÔµ¡ await UniTask.Delay(1000);
¡¡// 1ÉÃÂÔµ¡ await UniTask.Delay(1000, false, PlayerLoopTiming.Update, token);¡¡¡¡¡¡// Âè1°ú¿ô¡ÁÂè4°ú¿ô¤Þ¤Ç¤ò»ØÄꤷ¤Æ¤¤¤ë¡£
¡¡// 1ÉÃÂÔµ¡ await UniTask.Delay(1000, cancellationToken: token);¡¡¡¡¡¡// Âè1°ú¿ô¤È¡¢Âè4°ú¿ô¤ò»ØÄꤷ¤Æ¤¤¤ë¡£Âè2¡¢Âè3°ú¿ô¤Ï½é´üÃͤòÍøÍÑ¡£
await UniTask.Yield(PlayerLoopTiming.Update, token); Debug.Log(Time.frameCount); await UniTask.Yield(PlayerLoopTiming.FixedUpdate, token);