(没币了,大佬们见谅= = )
如题,
```
private bool IsGetHiddle = true;
private Image[] HiddleImageList;
private float HiddleImageAlpha = 255;
protected virtual void HiddlePanel(GameObject panel)
{
if (IsGetHiddle)
{
IsGetHiddle = false;
HiddleImageList = panel.transform.GetComponentsInChildren<Image>();
}
HiddleImageAlpha -= Time.deltaTime * 255;
HiddleImageAlpha = Mathf.Clamp(HiddleImageAlpha, 0, 255);
Debug.Log(HiddleImageAlpha);
for (int i = 1; i < HiddleImageList.Length; i++)
{
HiddleImageList[i].color = new Color(1,1,1,HiddleImageAlpha);
}
if (HiddleImageAlpha > 0)
{
HiddlePanel(panel);
}
///参数初始化,
IsGetHiddle = true;
HiddleImageList = null;
HiddleImageAlpha = 255;
}
我现在有个递归的方法,我的想法是只需要执行一次,后续的代码就不在需要我费力,但是现在这个方法又不能放在父类的Update里面,所以想请问一下各位,有没有办法像是协同一样,在每帧结束之后检查我这个方法,或者是如何绕过Main线程,执行对应UnityEngine方法