2026-02-07 08:54:23 +08:00

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namespace GFramework.Godot.coroutine;
/// <summary>
/// 定义协程执行的不同时间段枚举
/// </summary>
public enum Segment
{
/// <summary>
/// 普通处理阶段,在每一帧的常规处理过程中执行(默认用于游戏级协程)
/// </summary>
Process,
/// <summary>
/// 在暂停状态下仍然执行的处理阶段适合暂停菜单等需要继续更新的UI级协程
/// </summary>
ProcessIgnorePause,
/// <summary>
/// 物理处理阶段,在物理更新循环中执行,通常用于需要与物理引擎同步的操作
/// </summary>
PhysicsProcess,
/// <summary>
/// 延迟处理阶段,在当前帧结束后延迟执行,通常用于需要等待当前帧完成后再执行的操作
/// </summary>
DeferredProcess
}