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Unity计时器功能实现示例

程序员文章站 2022-03-03 08:42:41
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...

unity计时器

demo展示

Unity计时器功能实现示例

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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