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CSHARP

save a string as file to drive appscript

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public class AsyncExample : MonoBehaviour
{
    async void Start()
    {
        Debug.Log("Waiting 1 second...");
        await Task.Delay(TimeSpan.FromSeconds(1));
        Debug.Log("Done!");
    }
}
Comment

save a string as file to drive appscript

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    public static class AwaitExtensions
{
    public static TaskAwaiter GetAwaiter(this TimeSpan timeSpan)
    {
        return Task.Delay(timeSpan).GetAwaiter();
    }
}
Comment

save a string as file to drive appscript

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public class AsyncExample : MonoBehaviour
{
    async void Start()
    {
        await TimeSpan.FromSeconds(1);
    }
}
Comment

save a string as file to drive appscript


public class AsyncExample : MonoBehaviour
{
    public async void Start()
    {
        // Wait one second
        await new WaitForSeconds(1.0f);
 
        // Wait for IEnumerator to complete
        await CustomCoroutineAsync();
 
        await LoadModelAsync();
 
        // You can also get the final yielded value from the coroutine
        var value = (string)(await CustomCoroutineWithReturnValue());
        // value is equal to "asdf" here
 
        // Open notepad and wait for the user to exit
        var returnCode = await Process.Start("notepad.exe");
 
        // Load another scene and wait for it to finish loading
        await SceneManager.LoadSceneAsync("scene2");
    }
 
    async Task LoadModelAsync()
    {
        var assetBundle = await GetAssetBundle("www.my-server.com/myfile");
        var prefab = await assetBundle.LoadAssetAsync<GameObject>("myasset");
        GameObject.Instantiate(prefab);
        assetBundle.Unload(false);
    }
 
    async Task<AssetBundle> GetAssetBundle(string url)
    {
        return (await new WWW(url)).assetBundle
    }
 
    IEnumerator CustomCoroutineAsync()
    {
        yield return new WaitForSeconds(1.0f);
    }
 
    IEnumerator CustomCoroutineWithReturnValue()
    {
        yield return new WaitForSeconds(1.0f);
        yield return "asdf";
    }
}
Comment

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