Unity计时器功能实现示例
目录
- Demo展示
- 介绍
- 计时器功能
Unity计时器
Demo展示
介绍
游戏中有非常多的计时功能,比如:各种cd,以及需要延时调用的方法;
一般实现有一下几种方式:
1.手动计时
float persistTime = 10f float startTime = Time.time; if(Time.time - startTime > persistTime) { Debug.Log("计时结束"); } float curTime = 0; curTime += Time.deltaTime; if(curTime > persistTime) { Debug.Log("计时结束"); }
2.协程
private float persistTime = 10f; IEnumerator DelayFunc() { yield return persistTime; Debug.Log("计时结束"); } private void Start() { StartCoroutine(DelayFunc()); }
3.Invoke回调
private void Start() { Invoke("DelayFunc", persistTime); }
计时器功能
计时是为了到特定的时间,执行某个功能或方法;
计时器(Timer):设计了计时暂停,计时重置,计时开始方法,计时中方法,计时结束方法,固定间隔调用方法,计时器可设置复用或单次;
计时管理器(TimerMa):负责倒计时,以及执行计时器方法;
代码:
using System; using System.Collections.Generic; using UnityEngine; using Object = System.Object; public class Timer { public delegate void IntervalAct(Object args); //总时间和当前持续时间 private float curtime = 0; private float totalTime = 0; //激活 public bool isActive; //计时结束是否销毁 public bool isDestroy; //是否暂停 public bool isPause; //间隔事件和间隔事件——Dot private float intervalTime = 0; private float curInterval = 0; private IntervalAct onInterval; private Object args; //进入事件 public Action onEnter; private bool isOnEnter = false; //持续事件 public Action onStay; //退出事件 public Action onEnd; public Timer(float totalTime, bool isDestroy = true, bool isPause = false) { curtime = 0; this.totalTime = totalTime; isActive = true; this.isDestroy = isDestroy; this.isPause = isPause; TimerMa.I.AddTimer(this); } public void Run() { //暂停计时 if (isPause || !isActive) return; if (onEnter != null) { if (!isOnEnter) { isOnEnter = true; onEnter(); } } //持续事件 if (onStay != null) onStay(); curtime += Time.deltaTime; //间隔事件 if (onInterval != null) { curInterval += Time.deltaTime; if (curInterval > intervalTime) { onInterval(args); curInterval = 0; } } //计时结束 if (curtime > totalTime) { curtime = 0; isActive = false; if (onEnd != null) { onEnd(); } } } //设置间隔事件 public void SetInterval(float interval, IntervalAct intervalFunc, Object args = null) { this.intervalTime = interval; onInterval = intervalFunc; curInterval = 0; this.args = args; } //重置计时器 public void Reset() { curtime = 0; isActive = true; isPause = false; curInterval = 0; isOnEnter = false; } //获取剩余时间 public float GetRemainTime() { return totalTime - curtime; } }
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class TimerMa : MonoBehaviour { #region 单例 private static TimerMa instance; TimerMa() {} public static TimerMa I { get { if (instance == null) instance = new TimerMa(); return instance; } } #endregion private List<Timer> timerList; private void Awake() { instance = this; timerList = new List<Timer>(); } public void AddTimer(Timer t) { timerList.Add(t); } void Update() { for (int i = 0; i < timerList.Count;) { timerList[i].Run(); //计时结束,且需要销毁 if(!timerList[i].isActive && timerList[i].isDestroy) timerList.RemoveAt(i); else ++i; } } }
测试计时器
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using Object = System.Object; public class Test : MonoBehaviour { public Text mText1; public Text mText2; private Timer timer; private int count = 0; void Start() { timer = new Timer(5f,false); timer.SetInterval(1f, OnInterval); timer.onEnter = OnStart; timer.onEnd = OnExit; } void Update() { Debug.Log(count); mText1.text = timer.GetRemainTime().ToString("f2"); if (Input.GetKeyDown(KeyCode.A)) { if (!timer.isPause) { timer.isPause = true; mText2.text = "暂停计时"; } } if (Input.GetKeyDown(KeyCode.S)) { if (timer.isPause) { timer.isPause = false; mText2.text = "取消暂停计时"; } } if (Input.GetKeyDown(KeyCode.D)) { timer.Reset(); mText2.text = "重置计时"; } } private void OnStart() { mText2.text = "开始计时"; } private void OnExit() { mText2.text = "结束计时"; } private void OnInterval(Object value) { count++; mText2.text = $"间隔事件调用{count}"; } }
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