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Unity時(shí)間管理

來源: 未知 | 責(zé)任編輯:六月芳菲 | 發(fā)布時(shí)間: 2018-03-07 09:38 | 瀏覽量:

更多精彩unity教程:http://594ljc.cn/resource/



時(shí)間管理類TimerManager.cs
using UnityEngine;
using System;
using System.Collections.Generic;
 
/// <summary>
/// 時(shí)間管理
/// </summary>
public class TimerManager
{
    /// <summary>
    /// 當(dāng)前游戲運(yùn)行的時(shí)間
    /// </summary>
    public static float time;
 
    /// <summary>
    /// 對(duì)象池
    /// </summary>
    public static Dictionary<object, TimerItem> timerList = new Dictionary<object, TimerItem>();
 
    /// <summary>
    /// 啟動(dòng)
    /// </summary>
    public static void Run()
    {
        // 設(shè)置時(shí)間值
        TimerManager.time = Time.time;
 
        TimerItem[] objectList = new TimerItem[timerList.Values.Count];
        timerList.Values.CopyTo(objectList, 0);
 
        // 鎖定
        foreach (TimerItem timerItem in objectList)
        {
            if (timerItem != null) timerItem.Run(TimerManager.time);
        }
    }
 
    /// <summary>
    /// 注冊(cè)
    /// </summary>
    /// <param name="objectItem">Object item.</param>
    /// <param name="delayTime">Delay magicTime.</param>
    /// <param name="callback">Callback.</param>
    public static void Register(object objectItem, float delayTime, Action callback)
    {
        if (!timerList.ContainsKey(objectItem))
        {
            TimerItem timerItem = new TimerItem(TimerManager.time, delayTime, callback);
            timerList.Add(objectItem, timerItem);
        }
    }
 
    /// <summary>
    /// 取消注冊(cè)
    /// </summary>
    /// <param name="objectItem">Object item.</param>
    public static void UnRegister(object objectItem)
    {
        if (timerList.ContainsKey(objectItem))
        {
            timerList.Remove(objectItem);
        }
    }
}
 
時(shí)間對(duì)象類TimerItem.cs
using UnityEngine;
using System;
 
public class TimerItem
{
    /// <summary>
    /// 當(dāng)前時(shí)間
    /// </summary>
    public float currentTime;
 
    /// <summary>
    /// 延遲時(shí)間
    /// </summary>
    public float delayTime;
 
    /// <summary>
    /// 回調(diào)函數(shù)
    /// </summary>
    public Action callback;
 
    public TimerItem(float time, float delayTime, Action callback)
    {
        this.currentTime = time;
        this.delayTime = delayTime;
        this.callback = callback;
    }
 
    /// <summary>
    /// 啟動(dòng)
    /// </summary>
    /// <param name="time">Time.</param>
    public void Run(float time)
    {
        // 計(jì)算差值
        float offsetTime = time - this.currentTime;
 
        // 如果差值大等于延遲時(shí)間
        if (offsetTime >= this.delayTime)
        {
            float count = offsetTime / this.delayTime - 1;
            float mod = offsetTime % this.delayTime;
 
            for (int index = 0; index < count; index++)
            {
                this.callback();
            }
 
            this.currentTime = time - mod;
        }
    }
}
 
啟動(dòng)計(jì)時(shí)管理器UpdateItem.cs
using UnityEngine;
/// <summary>
/// 掛靠在一個(gè)永遠(yuǎn)不會(huì)被銷毀的GameObject上面
/// </summary>
public class UpdateItem : MonoBehaviour {
     
    void Update()
    {
        // 啟動(dòng)計(jì)時(shí)管理器
        TimerManager.Run();
    }
}
 
測(cè)試類Test.cs
using UnityEngine;
 
public class Test : MonoBehaviour {
    float time = 5f;
        // Use this for initialization
        void Start () {
        TimerManager.Register(this, 1f, () => {
            if (time>0)
            {
                time -= 1f;
                Debug.Log("倒計(jì)時(shí)測(cè)試:"+time);
            }
            else
            {
                Debug.Log("倒計(jì)時(shí)結(jié)束");
                TimerManager.UnRegister(this);
            }
 
        });
        }
         
}
 

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