/
AsyncVsCoroutine.cs
44 lines (40 loc) · 1.3 KB
/
AsyncVsCoroutine.cs
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using System;
using System.Collections;
using System.Threading;
using System.Threading.Tasks;
using UnityEngine;
public class AsyncVsCoroutine : MonoBehaviour
{
private async void Start()
{
var waitTime = 5;
StartCoroutine(WaitSeconds(waitTime));
await DoTapExampleAsync(waitTime);
}
private async Task DoTapExampleAsync(int waitTime)
{
var startTime = Time.time;
Debug.Log($"Task started at {startTime}");
Debug.Log("Wait.");
await WaitSecondsAsync(waitTime);
var endTime = Time.time - startTime;
Debug.Log($"Completed Task at {endTime}");
Debug.Log($"Task duration: {endTime - startTime}");
}
private async Task WaitSecondsAsync(int waitTime)
{
Debug.Log($"Thread: {Thread.CurrentThread.ManagedThreadId}");
await Task.Delay(TimeSpan.FromSeconds(waitTime));
Debug.Log("Finished waiting.");
}
private IEnumerator WaitSeconds(float x)
{
var startTime = Time.time;
Debug.Log($"Coroutine started at {startTime}");
Debug.Log("Wait.");
yield return new WaitForSeconds(x);
var endTime = Time.time - startTime;
Debug.Log($"Completed Coroutine at {endTime}");
Debug.Log($"Coroutine duration: {endTime - startTime}");
}
}