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《UnityAPI.Time时间》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Time+deltaTime+timeScale+fixedTime+立钻哥哥++OK++)

程序员文章站 2022-03-23 11:52:01
《UnityAPI.Time时间》版本作者参与者完成日期备注UnityAPI_Time_V01_1.0严立钻2020.07.13#......

《UnityAPI.Time时间》

《UnityAPI.Time时间》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Time+deltaTime+timeScale+fixedTime+立钻哥哥++OK++)

版本

作者

参与者

完成日期

备注

UnityAPI_Time_V01_1.0

严立钻

 

2020.07.13

 

 

 

 

 

 

 

#《UnityAPI.Time时间》发布说明:

++++“UnityAPI.Time时间是对UnityAPITime时间类的剖析和拓展

立钻哥哥:Unity是一个入门快、提高难的游戏引擎,想要提升能力,至少需要越过3道坎:API+Shader+综合能力

++1、API的积累:API的合理利用不仅可以减轻自己的编码负担,而且往往可以提高程序的运行效率;这也是钻哥开始“Unity API”独立打造分类的初衷

++2、Shader编程:想要做出一款精品游戏往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系统,优化了繁杂的“Open GL”编程

++3、综合能力(技术+业务+管理):一款产品的制作除了功能编程外,往往会涉及很多其他领域,例如产品架构、UI交互设计、模型制作等,作为主要的编程人员,对其他相关领域的了解程序往往会影响到产品制作直至最后的产品体验

++++立钻哥哥一直在推动【VR云游戏=Unity+SteamVR+云技术+5G+AI,这个只是一个引子,抛砖引玉让大家对整个知识体系有一个明确的落地方向,宝宝们可以根据自己的兴趣方向进行拓展:比如Unity这里是指一种“3D游戏引擎”,也可拓展至“UE4Cocos2dx”等游戏引擎;SteamVR是一种跨硬件解决方案,也可拓展至“VRTK”等第三方插件;“云技术+5G”是一种跨平台解决方案的核心技术,同样可拓展至其他平台解决方案;AI也是一种先进技术的举例,也可以拓展至任何一种前沿技术

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

$$$$博客溯源:

《UnityAPI.Time时间》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Time+deltaTime+timeScale+fixedTime+立钻哥哥++OK++)

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

《UnityAPI.Time时间》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Time+deltaTime+timeScale+fixedTime+立钻哥哥++OK++)

 

 

 

 

 

 

《UnityAPI.Time时间》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Time+deltaTime+timeScale+fixedTime+立钻哥哥++OK++)

#Time时间

#Time时间

#Time时间

++A1、Description描述

++B2、Variables变量

++C3、Public Function共有函数

++D4、Message消息

《UnityAPI.Time时间》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Time+deltaTime+timeScale+fixedTime+立钻哥哥++OK++)

 

 

 

 

 

#A1、Description描述

#A1、Description描述

++A1、Description描述

++++立钻哥哥:Time(时间)是获取时间信息的接口

++++[namespace]:UnityEngine

++++[Inherits from]

《UnityAPI.Time时间》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Time+deltaTime+timeScale+fixedTime+立钻哥哥++OK++)

 

 

 

 

 

 

 

 

#B2、Static Variables静态变量

#B2、Static Variables静态变量

++B2、Static Variables静态变量

++++B2.1、captureFramerate

++++B2.2、deltaTime

++++B2.3、fixedDeltaTime

++++B2.4、fixedTime

++++B2.5、frameCount

++++B2.6、maximumDeltaTime

++++B2.7、realtimeSinceStartup

++++B2.8、smoothDeltaTime

++++B2.9、time

++++B2.10、timeScale

++++B2.11、timeSinceLevelLoad

++++B2.12、unscaledDeltaTime

++++B2.13、unscaledTime

++++B2.14、YanlzXREngine.Time.StaticVariables

《UnityAPI.Time时间》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Time+deltaTime+timeScale+fixedTime+立钻哥哥++OK++)

 

 

++B2.1、captureFramerate

++B2.1、captureFramerate

++B2.1、captureFramerate

++++立钻哥哥:采集帧速率

public static int captureFramerate;

++++减慢游戏播放时间以允许在帧之间保存屏幕图像

++++如果这个属性是非0的值,那么帧更新将发生在不管实际时间和渲染一帧所需时间的间隔(1.0/captureFramerate);这用于如果想采集的影片需要固定的帧速率,帧之间留足够的时间来保存屏幕图像

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

//Capture frames as a screenshot sequence. Images are stored as PNG files in a folder-these can be combined into a movie using image utility software(eg, QuickTime Pro).

public class YanlzTime : MonoBehaviour{

    //The folder to contain our screenshots. If the folder exists we will append numbers to create an empty folder.

 

    public string folder = MyScreenshotFolder;

    public int frameRate = 25;

 

    void Start(){

        //Set the playback framerate(real time will not relate to game time after this).

        Time.captureFramerate = frameRate;

 

        //Create the folder

        System.IO.Directory.CreateDirectory(folder);

    }    //立钻哥哥:void Start(){}

 

    void Update(){

        //Append filename to folder name(format is0005 shot.png)

        string name = string.Format({0}/{1:D04} shot.png, folder, Time.frameCount);

 

        //Capture the screenshot to the specified file.

        Application.CaptureScreenshot(name);

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzTime{}

 

 

 

 

 

++B2.2、deltaTime

++B2.2、deltaTime

++B2.2、deltaTime

++++立钻哥哥:增量时间

public static float deltaTime;

++++以秒计算,完成最后一帧的时间(只读

++++使用这个函数使游戏帧速度独立

++++如果加或减一个每帧改变的值,应该与Time.deltaTime相乘;当乘以Time.deltaTime实际表示:每秒移动物体10米,而不是每帧10

++++当从MonoBehaviourFixedUpdate里调用时,返回固定帧速率增量时间(fixedDeltaTime

++++请注意:OnGUI里不应该依赖于Time.deltaTime,因为OnGUI可以在每帧被多次调用并且每此调用deltaTime将持有相同的值,直到下一帧再次更新

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzTime : MonoBehaviour{

    

    void Update(){

        float translation = Time.deltaTime * 10;

        transform.Translate(0, 0, translation);

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzTime{}

 

 

 

 

 

++B2.3、fixedDeltaTime

++B2.3、fixedDeltaTime

++B2.3、fixedDeltaTime

++++立钻哥哥:固定增量时间

public static float fixedDeltaTime;

++++以秒计间隔,在物理和其他固定帧速率进行更新(像MonoBehaviourFixedUpdate

++++为读取增量时间建议使用Time.deltaTime,因为如果是在FixedUpdate函数或Update函数里,自动返回正确的增量时间

++++请注意:fixedDeltaTime时间间隔是相对于游戏中的时间,受timeScale的影响

 

 

 

 

 

++B2.4、fixedTime

++B2.4、fixedTime

++B2.4、fixedTime

++++立钻哥哥:固定时间

public static float fixedTime;

++++最近的FixedUpdate已开始的时间(只读);这是以秒计自游戏开始的时间

++++固定时间以定期间隔更新(相当于fixedDeltaTime)直到达到time属性

 

 

 

 

 

++B2.5、frameCount

++B2.5、frameCount

++B2.5、frameCount

++++立钻哥哥:帧数

public static int frameCount;

++++已经传递帧的总数(只读

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzTime : MonoBehaviour{

    private static int lastRecalculation = -1;

 

    static void MyRecalculateValue(){

        if(lastRecalculation == Time.frameCount){

            return;

        }    //立钻哥哥:if(){}

    }    //立钻哥哥:static void MyRecalculateValue(){}

 

}    //立钻哥哥:public class YanlzTime{}

 

 

 

 

 

++B2.6、maximumDeltaTime

++B2.6、maximumDeltaTime

++B2.6、maximumDeltaTime

++++立钻哥哥:最大增量时间

public static float maximumDeltaTime;

++++一帧能获得的最大时间;物理和其他固定帧速率更新(像FixedUpdate

++++仅在每帧的持续时间执行

++++使用这个属性避免由于垃圾收集器和高费物理或其它固定帧率更新产生低帧速率峰值

++++如果获得的帧比给定的值长,那么就减少物理和其他固定帧速率更新执行,这将暂时减慢游戏,但是允许帧速率追赶上,避免讨厌的时断时续

++++这最好是帧保持最大时间在1秒的十分之一和三分之一之间

 

 

 

 

 

++B2.7、realtimeSinceStartup

++B2.7、realtimeSinceStartup

++B2.7、realtimeSinceStartup

++++立钻哥哥:从开始真实时间

public static float realtimeSinceStartup;

++++以秒计,自游戏开始的真实时间(只读

++++在几乎所有情况下,应该使用Time.time代替

++++realtimeSinceStartup返回从开始时间,不受Time.timeScale影响;即使玩家暂停游戏,realtimeSinceStartup也将保持增加(在后台);当想通过设置Time.timeScale0暂停游戏时,但仍希望能够以某种方式来计算时间,使用realtimeSinceStartup是很有用的

++++请注意:realtimeSinceStartup返回时间来源于系统的计时器;根据不同的平台和硬件,甚至在一些连贯的帧上报告相同的时间,如果通过不同的时间来区分不同的事情,要考虑到这点(时间差可能变成零)

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

//An FPS counter. It calculates frames/second over each updateInterval, so the display does not keep changing wildly.

public class YanlzTime : MonoBehaviour{

    public float updateInterval = 0.5F;

    private double lastInterval;

    private int frames = 0;

    private float fps;

 

    void Start(){

        lastInterval = Time.realtimeSinceStartup;

        frames = 0;

    }    //立钻哥哥:void Start(){}

 

    void OnGUI(){

        GUILayout.Label(“” + fps.ToString(f2));

    }    //立钻哥哥:void OnGUI(){}

 

    void Update(){

        ++frames;

        float timeNow = Time.realtimeSinceStartup;

 

        if(timeNow > lastInterval + updateInterval){

            fps = (float)(frames / (timeNow - lastInterval));

            frames = 0;

            lastInterval = timeNow;

        }    //立钻哥哥:if(){}

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzTime{}

 

 

 

 

 

++B2.8、smoothDeltaTime

++B2.8、smoothDeltaTime

++B2.8、smoothDeltaTime

++++立钻哥哥:平滑增量时间

public static float smoothDeltaTime;

++++经平滑的Time.deltaTime时间(只读

 

 

 

 

 

++B2.9、time

++B2.9、time

++B2.9、time

++++立钻哥哥:时间

public static float time;

++++以秒计算,从游戏开始的时间(只读);也就是说,从游戏开始到现在所用的时间

++++如果在单帧调用多次,返回相同的值;当在MonoBehaviourFixedUpdate里调用的时候,返回的是fixedTime属性

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzTime : MonoBehaviour{

    public GameObject projectile;

    public float fireRate = 0.5F;

    private float nextFire = 0.0F;

 

    void Update(){

        if(Input.GetButton(Fire1) && Time.time > nextFire){

            nextFire = Time.time + fireRate;

            GameObject clone = Instantiate(projectile, transform.position, transform.rotation) as GameObject;

        }    //立钻哥哥:if(){}

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzTime{}

 

 

 

 

 

++B2.10、timeScale

++B2.10、timeScale

++B2.10、timeScale

++++立钻哥哥:时间缩放

public static float timeScale;

++++时间的缩放;这可以用于减慢运动效果

++++timeScale传递时间1.0时和实时时间一样快;当timeScale传递时间0.5时比实时时间慢一半

++++如果所有函数帧速率是独立的,当timeScale设置为0时游戏基本上暂停了

++++除了realtimeSinceStartuptimeScale影响所有基于Time类变量的时间和增量时间

++++如果降低timeScale,建议也降低Time.fixedDeltaTime同样的数值

++++timescale设置为0时,FixedUpdate函数将不会被调用

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzTime : MonoBehaviour{

 

    void Update(){

        if(Input.GetButtonDown(Fire1)){

            if(Time.timeScale == 1.0F){

                Time.timeScale = 0.7F;

            }else{

                Time.timeScale = 1.0F;

            }    //立钻哥哥:if(){}else{}

 

           Time.fiexedDeltaTime = 0.02F * Time.timeScale;

        }    //立钻哥哥:if(Input.GetButtonDown()){}

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzTime{}

 

 

 

 

 

++B2.11、timeSinceLevelLoad

++B2.11、timeSinceLevelLoad

++B2.11、timeSinceLevelLoad

++++立钻哥哥:自关卡加载的时间

public static float timeSinceLevelLoad;

++++以秒计算,从最后的关卡已经加载完的时间(只读);也就是说:从最后加载的关卡到现在所用的时间

 

 

 

 

 

++B2.12、unscaledDeltaTime

++B2.12、unscaledDeltaTime

++B2.12、unscaledDeltaTime

++++立钻哥哥:未缩放增量时间

public static float unscaledDeltaTime;

++++无关timeScale,以秒计算,要完成最后一帧的时间(只读

 

 

 

 

 

++B2.13、unscaledTime

++B2.13、unscaledTime

++B2.13、unscaledTime

++++立钻哥哥:未缩放时间

public static float unscaledTime;

++++无关timeScale,以秒计算,从游戏开始的时间(只读

++++如果在单帧调用多次,则返回相同的值;不像time,该值不受timeScale影响

 

 

 

 

 

 

 

 

 

《UnityAPI.Time时间》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Time+deltaTime+timeScale+fixedTime+立钻哥哥++OK++)

#C3、立钻哥哥对Time类的拓展

#C3、立钻哥哥对Time类的拓展

《UnityAPI.Time时间》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Time+deltaTime+timeScale+fixedTime+立钻哥哥++OK++)

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入门]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目录]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application应用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object对象]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

++++[GameObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106223815

++++[MonoBehaviour]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533256

++++[Component组件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[Transform变换]:https://blog.csdn.net/VRunSoftYanlz/article/details/106607761

++++[Camera摄像机]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040

++++[Material材质]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++[Physics物理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106268062

++++[Collider碰撞器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106696886

++++[Rigidbody刚体]:https://blog.csdn.net/VRunSoftYanlz/article/details/106698042

++++[Animator动画]:https://blog.csdn.net/VRunSoftYanlz/article/details/106863517

++++[Animation]:https://blog.csdn.net/VRunSoftYanlz/article/details/106931626

++++[AnimationCurve]:https://blog.csdn.net/VRunSoftYanlz/article/details/106952329

++++[AnimationEvent]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008468

++++[Joint关节]:https://blog.csdn.net/VRunSoftYanlz/article/details/106771226

++++[RaycastHit]:https://blog.csdn.net/VRunSoftYanlz/article/details/106292370

++++[ParticleSystem]:https://blog.csdn.net/VRunSoftYanlz/article/details/106341995

++++[WWW万维网]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412890

++++[LineRenerer]:https://blog.csdn.net/VRunSoftYanlz/article/details/106306388

++++[WheelCollider]:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++[MovieTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/106434063

++++[Keyframe关键帧]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008908

++++[Debug调试]:https://blog.csdn.net/VRunSoftYanlz/article/details/107029574

++++[Mathf数学函数]:https://blog.csdn.net/VRunSoftYanlz/article/details/107307385

++++[Quaternion]:https://blog.csdn.net/VRunSoftYanlz/article/details/107271863

++++[Vector2二维]:https://blog.csdn.net/VRunSoftYanlz/article/details/107239428

++++[Vector3三维]:https://blog.csdn.net/VRunSoftYanlz/article/details/107170428

++++[Vector4四维]:https://blog.csdn.net/VRunSoftYanlz/article/details/107147669

++++[Color颜色]:https://blog.csdn.net/VRunSoftYanlz/article/details/107147170

++++[Cloth布料]:https://blog.csdn.net/VRunSoftYanlz/article/details/107131605

++++[Canvas画布]:https://blog.csdn.net/VRunSoftYanlz/article/details/107117293

++++[TransitionInfo]:https://blog.csdn.net/VRunSoftYanlz/article/details/107116998

++++[AniStateInfo]:https://blog.csdn.net/VRunSoftYanlz/article/details/107116694

++++[AnimationState]:https://blog.csdn.net/VRunSoftYanlz/article/details/107093213

++++[RectTransform]:https://blog.csdn.net/VRunSoftYanlz/article/details/107092732

++++[Rect矩阵]:https://blog.csdn.net/VRunSoftYanlz/article/details/107073059

++++[Random随机数]:https://blog.csdn.net/VRunSoftYanlz/article/details/107072515

++++[Gizmos可视化]:https://blog.csdn.net/VRunSoftYanlz/article/details/107049986

++++[PlayerPrefs存档]:https://blog.csdn.net/VRunSoftYanlz/article/details/107029106

++++[StateMachine]:https://blog.csdn.net/VRunSoftYanlz/article/details/107028714

++++[AnimationClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106951675

++++[Input输入]:https://blog.csdn.net/VRunSoftYanlz/article/details/106843487

++++[Resources资源]:https://blog.csdn.net/VRunSoftYanlz/article/details/106818524

++++[Network网络]:https://blog.csdn.net/VRunSoftYanlz/article/details/106795026

++++[Collision碰撞]:https://blog.csdn.net/VRunSoftYanlz/article/details/106697669

++++[Matrix4x4矩阵]:https://blog.csdn.net/VRunSoftYanlz/article/details/106504027

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《UnityAPI.Time时间》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Time+deltaTime+timeScale+fixedTime+立钻哥哥++OK++)

 

 

 

 

《UnityAPI.Time时间》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Time+deltaTime+timeScale+fixedTime+立钻哥哥++OK++)

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《UnityAPI.Time时间》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Time+deltaTime+timeScale+fixedTime+立钻哥哥++OK++)

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《UnityAPI.Time时间》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Time+deltaTime+timeScale+fixedTime+立钻哥哥++OK++)

 

 

 

 

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++++U3D_Shader编程(第一篇:快速入门篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372071

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++++Unity3D默认的快捷键https://blog.csdn.net/vrunsoftyanlz/article/details/78630838

++++游戏相关缩写https://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++UnityAPI.Rigidbody刚体https://blog.csdn.net/VRunSoftYanlz/article/details/81784053

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--_--VRunSoft:lovezuanzuan--_--

《UnityAPI.Time时间》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Time+deltaTime+timeScale+fixedTime+立钻哥哥++OK++)

《UnityAPI.Time时间》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Time+deltaTime+timeScale+fixedTime+立钻哥哥++OK++)

--_--VRunSoft:lovezuanzuan--_--

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