Unity 协程批量等待

https://forum.unity.com/threads/starting-multiple-coroutines-and-then-waiting-for-all-to-complete.73994/

public static class CoroutineExtensions
{
    public static IEnumerator WaitAll(this MonoBehaviour mono, params IEnumerator[] ienumerators)
    {
        return ienumerators.Select(mono.StartCoroutine).ToArray().GetEnumerator();
    }
}
 

IEnumerator Hide()
{
    yield return this.WaitAll(Rotate(Quaternion.identity), Scale(Vector3.zero));
     
    gameObject.SetActive(false);
}

//----------------------------------------
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;

public class TestDestroy : MonoBehaviour
{
    // Start is called before the first frame update
    IEnumerator Start()
    {
        yield return this.WaitAll(NewAndDestroyObject(), NewAndMoveObject());
    }


    IEnumerator NewAndDestroyObject()
    {
       var _g = GameObject.CreatePrimitive(PrimitiveType.Cube);
        _g.name = "NewAndDestroy";
        yield return new WaitForSeconds(5);
        Destroy(_g, 2);
    }
    IEnumerator NewAndMoveObject()
    {
       var  _g = GameObject.CreatePrimitive(PrimitiveType.Capsule);
        _g.name = "NewAndMove";
        yield return new WaitForSeconds(8);
        _g.transform.position += Vector3.one * 100;
        // Destroy(_g, 10);
    }
}
public static class CoroutineExtension
{
    public static IEnumerator WaitAll(this MonoBehaviour mono, params IEnumerator[] _enums)
    {
        var _m = _enums.Select(mono.StartCoroutine);
        return _m.ToArray().GetEnumerator();
    }
}

 

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