Unity計時器腳本Timer

計時器效果圖:
計時器效果圖segmentfault

Timer用法:
第一種:腳本加到物體上,勾選"自動計時"。
第二種:腳本加到物體上,調用timer.start()方法啓動。
第三種:代碼中動態添加Timer腳本。編輯器

using UnityEngine;

public class TimerTest : MonoBehaviour {

    private void Start () {
        // 建立一個Timer並開始計時
        gameObject.AddComponent<Timer>().start(1.5f, onTimeup);

        // 倒計時3秒
        gameObject.AddComponent<Timer>().start(1, 3, onCD, onCDEnd);

        // 無限計數(repeatCount爲<=0時 無限重複)
        gameObject.AddComponent<Timer>().start(1, -1, onCount, null);

        // Timer API
        Timer timer = gameObject.AddComponent<Timer>();
        timer.delay = 10;// 延遲10秒開始
        timer.start();  // 開始計時
        timer.stop();   // 暫停計時
        timer.reset();  // 重置已計時的時間和次數
        timer.restart();// 從新開始計時 reset() + start()
    }

    /// <summary> 正常計時 </summary>
    private void onTimeup(Timer timer) {
        print("計時完成");
    }

    /// <summary> 倒計時間隔 </summary>
    private void onCD(Timer timer) {
        print(timer.repeatCount - timer.currentCount); // 3, 2, 1
    }

    /// <summary> 倒計時結束 </summary>
    private void onCDEnd(Timer timer) {
        print(timer.repeatCount - timer.currentCount); // 0
    }

    /// <summary> 無限計數 </summary>
    private void onCount(Timer timer) {
        print(timer.currentCount); // 1, 2, 3……
    }

}

Timer API:ide

// 開始/繼續計時
public void start() {}

// 暫停計時
public void stop() {}

// 中止Timer並重置數據
public void reset() {}

// 重置數據並從新開始計時
public void restart() {}

// 開始計時 time時間(秒) onComplete(Timer timer)計時完成回調事件
public void start(float time, TimerCallback onComplete) {}

// 開始計時 interval計時間隔 repeatCount重複次數 onComplete(Timer timer)計時完成回調事件
public void start(float interval, int repeatCount, TimerCallback onComplete) {}

// 開始計時 interval計時間隔 repeatCount重複次數
// onInterval(Timer timer)計時間隔回調事件
// onComplete(Timer timer)計時完成回調事件
public void start(float interval, int repeatCount, TimerCallback onInterval, TimerCallback onComplete) {}

Timer.csthis

using UnityEngine;
using UnityEngine.Events;

/// <summary>
/// 計時器
/// <para>ZhangYu 2018-04-08</para>
/// </summary>
public class Timer : MonoBehaviour {

    // 延遲時間(秒)
    public float delay = 0;
    // 間隔時間(秒)
    public float interval = 1;
    // 重複次數
    public int repeatCount = 1;
    // 自動計時
    public bool autoStart = false;
    // 自動銷燬
    public bool autoDestory = true;
    // 當前時間
    public float currentTime = 0;
    // 當前次數
    public int currentCount = 0;
    // 計時間隔
    public UnityEvent onIntervalEvent;
    // 計時完成
    public UnityEvent onCompleteEvent;
    // 回調事件代理
    public delegate void TimerCallback(Timer timer);
    // 上一次間隔時間
    private float lastTime = 0;
    // 計時間隔
    private TimerCallback onIntervalCall;
    // 計時結束
    private TimerCallback onCompleteCall;

    private void Start () {
        enabled = autoStart;
    }

    private void FixedUpdate () {
        if (!enabled) return;
        addInterval(Time.deltaTime);
    }

    /// <summary> 增長間隔時間 </summary>
    private void addInterval(float deltaTime) {
        currentTime += deltaTime;
        if (currentTime < delay) return;
        if (currentTime - lastTime >= interval) {
            currentCount++;
            lastTime = currentTime;
            if (repeatCount <= 0) {
                // 無限重複
                if (currentCount == int.MaxValue) reset();
                if (onIntervalCall != null) onIntervalCall(this);
                if (onIntervalEvent != null) onIntervalEvent.Invoke();
            } else {
                if (currentCount < repeatCount) {
                    //計時間隔
                    if (onIntervalCall != null) onIntervalCall(this);
                    if (onIntervalEvent != null) onIntervalEvent.Invoke();
                } else {
                    //計時結束
                    stop();
                    if (onCompleteCall != null) onCompleteCall(this);
                    if (onCompleteEvent != null) onCompleteEvent.Invoke();
                    if (autoDestory && !enabled) Destroy(this);
                }
            } 
        }
    }

    /// <summary> 開始/繼續計時 </summary>
    public void start() {
        enabled = autoStart = true;
    }

    /// <summary> 開始計時 </summary>
    /// <param name="time">時間(秒)</param>
    /// <param name="onComplete(Timer timer)">計時完成回調事件</param>
    public void start(float time, TimerCallback onComplete) {
        start(time, 1, null, onComplete);
    }

    /// <summary> 開始計時 </summary>
    /// <param name="interval">計時間隔</param>
    /// <param name="repeatCount">重複次數</param>
    /// <param name="onComplete(Timer timer)">計時完成回調事件</param>
    public void start(float interval, int repeatCount, TimerCallback onComplete) {
        start(interval, repeatCount, null, onComplete);
    }

    /// <summary> 開始計時 </summary>
    /// <param name="interval">計時間隔</param>
    /// <param name="repeatCount">重複次數</param>
    /// <param name="onInterval(Timer timer)">計時間隔回調事件</param>
    /// <param name="onComplete(Timer timer)">計時完成回調事件</param>
    public void start(float interval, int repeatCount, TimerCallback onInterval, TimerCallback onComplete) {
        this.interval = interval;
        this.repeatCount = repeatCount;
        onIntervalCall = onInterval;
        onCompleteCall = onComplete;
        reset();
        enabled = autoStart = true;
    }

    /// <summary> 暫停計時 </summary>
    public void stop() {
        enabled = autoStart = false;
    }

    /// <summary> 中止Timer並重置數據 </summary>
    public void reset(){
        lastTime = currentTime = currentCount = 0;
    }

    /// <summary> 重置數據並從新開始計時 </summary>
    public void restart() {
        reset();
        start();
    }

}

TimerEditor.csspa

using UnityEditor;
using UnityEngine;

/// <summary>
/// 計時器 編輯器
/// <para>ZhangYu 2018-04-08</para>
/// </summary>
[CanEditMultipleObjects]
[CustomEditor(typeof(Timer))]
public class TimerEditor : Editor {

    public override void OnInspectorGUI() {
        Timer script = (Timer)target;

        // 重繪GUI
        EditorGUI.BeginChangeCheck();

        // 公開屬性
        drawProperty("delay", "延遲時間(秒)");
        drawProperty("interval", "間隔時間(秒)");
        drawProperty("repeatCount", "重複次數");
        if (script.repeatCount <= 0) EditorGUILayout.LabelField(" ", "<=0 時無限重複", GUILayout.ExpandWidth(true));
        EditorGUILayout.BeginHorizontal();
        drawProperty("autoStart", "自動計時");
        drawProperty("autoDestory", "自動銷燬");
        EditorGUILayout.EndHorizontal();

        // 只讀屬性
        GUI.enabled = false;
        drawProperty("currentTime", "當前時間(秒)");
        drawProperty("currentCount", "當前次數");
        GUI.enabled = true;

        // 回調事件
        drawProperty("onIntervalEvent", "計時間隔事件");
        drawProperty("onCompleteEvent", "計時完成事件");
        if (EditorGUI.EndChangeCheck()) serializedObject.ApplyModifiedProperties();
    }

    private void drawProperty(string property, string label) {
        EditorGUILayout.PropertyField(serializedObject.FindProperty(property), new GUIContent(label), true);
    }

}

轉載請註明原文出處:https://segmentfault.com/a/11...代理

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