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Unity計(jì)時(shí)器功能實(shí)現(xiàn)示例

 更新時(shí)間:2021年10月26日 09:08:00   作者:小紫蘇  
計(jì)時(shí)器在很多地方都可以使用,本文主要介紹了Unity計(jì)時(shí)器功能實(shí)現(xiàn)示例,文中通過(guò)示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

Unity計(jì)時(shí)器

Demo展示

介紹

游戲中有非常多的計(jì)時(shí)功能,比如:各種cd,以及需要延時(shí)調(diào)用的方法;

一般實(shí)現(xiàn)有一下幾種方式:

1.手動(dòng)計(jì)時(shí)

float persistTime = 10f
float startTime = Time.time;
if(Time.time - startTime > persistTime)
{
 Debug.Log("計(jì)時(shí)結(jié)束");
}

float curTime = 0;
curTime += Time.deltaTime;
if(curTime > persistTime)
{
    Debug.Log("計(jì)時(shí)結(jié)束");
}

2.協(xié)程

private float persistTime = 10f;
IEnumerator DelayFunc()
{
    yield return persistTime;
    Debug.Log("計(jì)時(shí)結(jié)束");
}

private void Start()
{
    StartCoroutine(DelayFunc());
}

3.Invoke回調(diào)

private void Start()
{
    Invoke("DelayFunc", persistTime);
}

計(jì)時(shí)器功能

計(jì)時(shí)是為了到特定的時(shí)間,執(zhí)行某個(gè)功能或方法;

計(jì)時(shí)器(Timer):設(shè)計(jì)了計(jì)時(shí)暫停,計(jì)時(shí)重置,計(jì)時(shí)開(kāi)始方法,計(jì)時(shí)中方法,計(jì)時(shí)結(jié)束方法,固定間隔調(diào)用方法,計(jì)時(shí)器可設(shè)置復(fù)用或單次;

計(jì)時(shí)管理器(TimerMa):負(fù)責(zé)倒計(jì)時(shí),以及執(zhí)行計(jì)時(shí)器方法;

代碼:

using System;
using System.Collections.Generic;
using UnityEngine;
using Object = System.Object;

public class Timer
{
    public delegate void IntervalAct(Object args);
    //總時(shí)間和當(dāng)前持續(xù)時(shí)間
    private float curtime = 0;
    private float totalTime = 0;

    //激活
    public bool isActive;
    //計(jì)時(shí)結(jié)束是否銷毀
    public bool isDestroy;
    //是否暫停
    public bool isPause;

    //間隔事件和間隔事件——Dot
    private float intervalTime = 0;
    private float curInterval = 0;
    private IntervalAct onInterval;
    private Object args;
 
    //進(jìn)入事件
    public Action onEnter;
    private bool isOnEnter = false;
    //持續(xù)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()
    {
        //暫停計(jì)時(shí)
        if (isPause || !isActive)
            return;

        if (onEnter != null)
        {
            if (!isOnEnter)
            {
                isOnEnter = true;
                onEnter();
            }
        }

        //持續(xù)事件
        if (onStay != null)
            onStay();
        
        curtime += Time.deltaTime;

        //間隔事件
        if (onInterval != null)
        {
            curInterval += Time.deltaTime;
            if (curInterval > intervalTime)
            {
                onInterval(args);
                curInterval = 0;
            }
        }

        //計(jì)時(shí)結(jié)束
        if (curtime > totalTime)
        {
            curtime = 0;
            isActive = false;
            if (onEnd != null)
            {
                onEnd();
            }
        }   
    }
    
    //設(shè)置間隔事件
    public void SetInterval(float interval, IntervalAct intervalFunc, Object args = null)
    {
        this.intervalTime = interval;
        onInterval = intervalFunc;
        curInterval = 0;
        this.args = args;
    }
    
    //重置計(jì)時(shí)器
    public void Reset()
    {
        curtime = 0;
        isActive = true;
        isPause = false;
        curInterval = 0;
        isOnEnter = false;
    }
    
    //獲取剩余時(shí)間
    public float GetRemainTime()
    {
        return totalTime - curtime;
    }
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TimerMa : MonoBehaviour
{
    #region 單例

    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();
            
            //計(jì)時(shí)結(jié)束,且需要銷毀
            if(!timerList[i].isActive && timerList[i].isDestroy)
                timerList.RemoveAt(i);
            else
                ++i;
        }
    }
}

測(cè)試計(jì)時(shí)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 = "暫停計(jì)時(shí)";
            }
        }
        
        if (Input.GetKeyDown(KeyCode.S))
        {
            if (timer.isPause)
            {
                timer.isPause = false;
                mText2.text = "取消暫停計(jì)時(shí)";
            }
        }

        if (Input.GetKeyDown(KeyCode.D))
        {
            timer.Reset();
            mText2.text = "重置計(jì)時(shí)";
        }
    }

    private void OnStart()
    {
        mText2.text = "開(kāi)始計(jì)時(shí)";
    }
    
    private void OnExit()
    {
        mText2.text = "結(jié)束計(jì)時(shí)";
    }

    private void OnInterval(Object value)
    {
        count++;
        mText2.text = $"間隔事件調(diào)用{count}";
    }
}

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