simple-code
코루틴 coroutine
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Coroutine : MonoBehaviour
{
public void Start(){
StartCoroutine(Fade(new GameObject()));
}
IEnumerator Fade(GameObject target) {
yield return new WaitForSeconds(0.1f);
yield return null;
}
}
큐 스택 리스트 queue stack list
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class QueueStackList : MonoBehaviour
{
//Queue, Stack, List
public GameObject one_gameobject;
public Queue<GameObject> queue_gameobject;
public Stack<GameObject> stack_gameobject;
public List<GameObject> list_gameobject;
public GameObject[] gameObjects = new GameObject[20]();
public void Start(){
queue_gameobject.Enqueue(new GameObject()); //끝 부분에 추가(큐에 추가됨)
GameObject one_gameobject = queue_gameobject.Dequeue(); //시작 부분에서 반환(큐에서 제거됨)
GameObject one_gameobject = queue_gameobject.Peek(); //시작 부분에서 반환(큐에 유지)
stack_gameobject.Push(new GameObject()); //시작 부분에 추가(스택에 추가됨)
GameObject one_gameobject = stack_gameobject.Pop(); //시작 부분에서 반환(큐에서 제거됨)
GameObject one_gameobject = stack_gameobject.Peek(); //시작 부분에서 반환(큐에 유지)
list_gameobject.Add(new GameObject());
list_gameobject.Insert(1, new GameObject());
list_gameobject.Remove("gameObject");
list_gameobject.RemoveAt(1);
}
}
싱글톤 singleton
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SingletonClass : MonoBehaviour
{
//싱글톤 패턴
public static SingletonClass instance;
//static 정적인 , dynamic 동적인
//dynamic : instance = new SingletonClass(); 동적생성
//static : SingletonClass.instance
public Awake(){
init();
}
public SingletonClass init(){
if(instance == null){
instance = new SingletonClass();
}
return instance;
}
}