Unity计时器功能实现示例
目录
- Demo展示
- 介绍
- 计时器功能
Demo展示
文章图片
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:
【Unity计时器功能实现示例】1.手动计时
float persistTime = 10ffloat 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——Dotprivate 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; }}#endregionprivate ListtimerList; private void Awake(){instance = this; timerList = new List (); }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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