Unity—计时器功能实现

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}";
    }
}
posted @ 2021-10-25 11:16  小紫苏  阅读(4184)  评论(0编辑  收藏  举报