一、计时器的主要功能
- 在规定时间内倒计时
- 显示倒计时时间
- 显示正计时时间
- 暂停、继续
- 时间速率影响
- 获取倒计时剩余时间
- 倒计时结束的回调
二、计时器实现
using UnityEngine;
public delegate void CompleteEvent();
public delegate void UpdateEvent(float t);
public class Timer : MonoBehaviour
{
UpdateEvent updateEvent;
CompleteEvent onCompleted;
bool isLog = true;//是否打印消息
float timeTarget; // 计时时间/
float timeStart; // 开始计时时间/
float offsetTime; // 计时偏差/
bool isTimer; // 是否开始计时/
bool isDestory = true; // 计时结束后是否销毁/
bool isEnd; // 计时是否结束/
bool isIgnoreTimeScale = true; // 是否忽略时间速率
bool isRepeate; //是否重复
float now; //当前时间 正计时
float downNow; //倒计时
bool isDownNow = false; //是否是倒计时
// 是否使用游戏的真实时间 不依赖游戏的时间速度
float TimeNow
{
get { return isIgnoreTimeScale ? Time.realtimeSinceStartup : Time.time; }
}
/// <summary>
/// 创建计时器:名字 根据名字可以创建多个计时器对象
/// </summary>
public static Timer createTimer(string gobjName = "Timer")
{
GameObject g = new GameObject(gobjName);
Timer timer = g.AddComponent<Timer>();
return timer;
}
/// <summary>
/// 开始计时
/// </summary>
/// <param name="time_">目标时间</param>
/// <param name="isDownNow">是否是倒计时</param>
/// <param name="onCompleted_">完成回调函数</param>
/// <param name="update">计时器进程回调函数</param>
/// <param name="isIgnoreTimeScale_">是否忽略时间倍数</param>
/// <param name="isRepeate_">是否重复</param>
/// <param name="isDestory_">完成后是否销毁</param>
public void startTiming(float timeTarget, bool isDownNow = false,
CompleteEvent onCompleted_ = null, UpdateEvent update = null,
bool isIgnoreTimeScale = true, bool isRepeate = false, bool isDestory = true,
float offsetTime = 0, bool isEnd = false, bool isTimer = true)
{
this.timeTarget = timeTarget;
this.isIgnoreTimeScale = isIgnoreTimeScale;
this.isRepeate = isRepeate;
this.isDestory = isDestory;
this.offsetTime = offsetTime;
this.isEnd = isEnd;
this.isTimer = isTimer;
this.isDownNow = isDownNow;
timeStart = TimeNow;
if (onCompleted_ != null)
onCompleted = onCompleted_;
if (update != null)
updateEvent = update;
}
void Update()
{
if (isTimer)
{
now = TimeNow - offsetTime - timeStart;
downNow = timeTarget - now;
if (updateEvent != null)
{
if (isDownNow)
{
updateEvent(downNow);
}
else
{
updateEvent(now);
}
}
if (now > timeTarget)
{
if (onCompleted != null)
onCompleted();
if (!isRepeate)
destory();
else
reStartTimer();
}
}
}
/// <summary>
/// 获取剩余时间
/// </summary>
/// <returns></returns>
public float GetTimeNow()
{
return Mathf.Clamp(timeTarget - now, 0, timeTarget);
}
/// <summary>
/// 计时结束
/// </summary>
public void destory()
{
isTimer = false;
isEnd = true;
if (isDestory)
Destroy(gameObject);
}
float _pauseTime;
/// <summary>
/// 暂停计时
/// </summary>
public void pauseTimer()
{
if (isEnd)
{
if (isLog) Debug.LogWarning("计时已经结束!");
}
else
{
if (isTimer)
{
isTimer = false;
_pauseTime = TimeNow;
}
}
}
/// <summary>
/// 继续计时
/// </summary>
public void connitueTimer()
{
if (isEnd)
{
if (isLog) Debug.LogWarning("计时已经结束!请从新计时!");
}
else
{
if (!isTimer)
{
offsetTime += (TimeNow - _pauseTime);
isTimer = true;
}
}
}
/// <summary>
/// 重新计时
/// </summary>
public void reStartTimer()
{
timeStart = TimeNow;
offsetTime = 0;
}
/// <summary>
/// 更改目标时间
/// </summary>
/// <param name="time_"></param>
public void changeTargetTime(float time_)
{
timeTarget = time_;
timeStart = TimeNow;
}
/// <summary>
/// 游戏暂停调用
/// </summary>
/// <param name="isPause_"></param>
void OnApplicationPause(bool isPause_)
{
if (isPause_)
{
pauseTimer();
}
else
{
connitueTimer();
}
}
}
三、格式化时间
/// <summary>
/// 格式化时间
/// </summary>
/// <param name="seconds">秒</param>
/// <returns></returns>
public static string FormatTime(float seconds)
{
TimeSpan ts = new TimeSpan(0, 0, Convert.ToInt32(seconds));
string str = "";
if (ts.Hours > 0)
{
str = ts.Hours.ToString("00") + ":" + ts.Minutes.ToString("00") + ":" + ts.Seconds.ToString("00");
}
if (ts.Hours == 0 && ts.Minutes > 0)
{
str = ts.Minutes.ToString("00") + ":" + ts.Seconds.ToString("00");
}
if (ts.Hours == 0 && ts.Minutes == 0)
{
str = "00:" + ts.Seconds.ToString("00");
}
return str;
}
参考链接:https://itmonon.blog.csdn.net/article/details/124827131?spm=1001.2014.3001.5502文章来源地址https://www.toymoban.com/news/detail-539172.html
文章来源:https://www.toymoban.com/news/detail-539172.html
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