How to Simply Make a Script Wait/Sleep in Unity?
Unity provides a variety of methods to wait or pause of scripts. This article will introduce several commonly used methods:
<.> 1. Use correction and
WaitForSeconds
This is the simplest and direct method. Put the code you need to wait in the coroutine function, and use the specified waiting time. Remember, the coroutine function needs to be started with
WaitForSeconds
StartCoroutine(yourFunction)
<.> 2. Use correction and
private void Start() { StartCoroutine(Waiter()); } private IEnumerator Waiter() { // 旋转 90 度 transform.Rotate(new Vector3(90, 0, 0), Space.World); // 等待 4 秒 yield return new WaitForSeconds(4); // 旋转 40 度 transform.Rotate(new Vector3(40, 0, 0), Space.World); // 等待 2 秒 yield return new WaitForSeconds(2); // 旋转 20 度 transform.Rotate(new Vector3(20, 0, 0), Space.World); }
The difference between <<> and WaitForSecondsRealtime
is that it uses an unproof time to wait. Even if is suspended,
WaitForSecondsRealtime
WaitForSeconds
<.> 3. Use coroutine and Time.timeScale
Show waiting time WaitForSecondsRealtime
private void Start() { StartCoroutine(WaiterRealtime()); } private IEnumerator WaiterRealtime() { // 旋转 90 度 transform.Rotate(new Vector3(90, 0, 0), Space.World); // 等待 4 秒 (不受 Time.timeScale 影响) yield return new WaitForSecondsRealtime(4); // 旋转 40 度 transform.Rotate(new Vector3(40, 0, 0), Space.World); // 等待 2 秒 (不受 Time.timeScale 影响) yield return new WaitForSecondsRealtime(2); // 旋转 20 度 transform.Rotate(new Vector3(20, 0, 0), Space.World); }
Time.deltaTime
Simple version, separate the timer into an independent coroutine:
<.> 4. Use correction and
Functionprivate bool quit = false; private void Start() { StartCoroutine(WaiterWithTimer()); } private IEnumerator WaiterWithTimer() { float counter = 0; float waitTime = 4; while (counter < waitTime) { counter += Time.deltaTime; Debug.Log("已等待时间:" + counter + " 秒"); if (quit) yield break; yield return null; } // ... 剩余代码 ... }
Waiting for specific conditions to meet. For example, wait for the player score to reach 100 points before loading the next level.
private bool quit = false; // ... (WaiterWithTimer 函数) ... private IEnumerator WaitTimer(float waitTime) { float counter = 0; while (counter < waitTime) { counter += Time.deltaTime; Debug.Log("已等待时间:" + counter + " 秒"); if (quit) yield break; yield return null; } }
<.> 5. Use correction and WaitUntil
Function
Waiting for specific conditions is not met. For example, wait for the player to press the ESC key and exit the game.
private float playerScore = 0; private int nextScene = 0; private void Start() { StartCoroutine(SceneLoader()); } private IEnumerator SceneLoader() { Debug.Log("等待玩家分数达到 >= 10"); yield return new WaitUntil(() => playerScore >= 10); Debug.Log("玩家分数 >= 10。加载下一关"); nextScene++; SceneManager.LoadScene(nextScene); }
<.> 6. Use Function WaitWhile
private void Start() { StartCoroutine(InputWaiter()); } private IEnumerator InputWaiter() { Debug.Log("等待按下 Escape 键"); yield return new WaitWhile(() => !Input.GetKeyDown(KeyCode.Escape)); Debug.Log("按下 Escape 键。退出应用程序"); Quit(); } // ... (Quit 函数) ...
function and Invoke
which method to choose depends on the specific application scenario. For simple latency, <> or
private void Start() { Invoke("FeedDog", 5); Debug.Log("5 秒后喂狗"); } private void FeedDog() { Debug.Log("现在喂狗"); }
, or Update()
. Avoid waiting for a long time in Time.deltaTime
.
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