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Unity cloud build added to queue4/15/2023 Public static UnityMainThreadDispatcher Instance() Private static UnityMainThreadDispatcher _instance = null Yield return StartCoroutine(coroutineQueue.Dequeue()) Private static IEnumerator DoTask(Task task, float delay) Instance().coroutineQueue.Enqueue(DoTask(task, delay)) Public static void Schedule(Task task, float delay)ĭebug.Log("Task Scheduled " + task.Method) Private Queue coroutineQueue = new Queue() UnityMainThread Class public class UnityMainThreadDispatcher : MonoBehaviour UnityMainThreadDispatcher.Schedule(() => StartNextRound(),0.5f) public void CallMethod()ĭebug.Log("Winner of this round is " + winnerPlayer.GetName()) Ĭ圜ardDistributionAnimation(false) I am trying to make a Queue of methods which start executing next method once previous method get excuted completely, that queue of methods is working fine for all scenario's except IEnumerator return type one.įollowing are list of methods that i am trying to execute one after another.
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