Wait class
A condition that a coroutine waits for: yield return Wait.Seconds(1).
public sealed class WaitProperties
FixedUpdate
public static Wait FixedUpdate { get; }The next physics step (FixedUpdate), as Unity's WaitForFixedUpdate.
LateUpdate
public static Wait LateUpdate { get; }After the game's LateUpdate methods in the current frame, or in the next frame if they have already run.
NextFrame
public static Wait NextFrame { get; }The next frame, after the game's Update methods. Equivalent to yield return null.
Methods
Frames(int)
public static Wait Frames(int frames);The specified number of frames; 1 is the next frame.
RealSeconds(double)
public static Wait RealSeconds(double seconds);The specified duration in real time, regardless of the game's time scale, as Unity's WaitForSecondsRealtime.
Seconds(double)
public static Wait Seconds(double seconds);The specified duration in game time, as Unity's WaitForSeconds: it is affected by the game's time scale and does not elapse while the game is paused. In game builds where Lustral cannot read Unity's time, real time is used.
Until(Func<bool>)
public static Wait Until(Func<bool> condition);Until the condition is true. The condition is checked immediately, then once per frame after Update.
While(Func<bool>)
public static Wait While(Func<bool> condition);While the condition is true. The condition is checked immediately, then once per frame after Update.