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Brief analysis of the usage of Unity timer script Timer (with code)

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Release: 2018-07-27 11:43:39
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Timer rendering:
Brief analysis of the usage of Unity timer script Timer (with code)

Timer usage:
First type: Add the script to the object and check "Automatic timing".
Second type: Add the script to the object and call the timer.start() method to start.
Third method: Dynamically add the Timer script in the code.

using UnityEngine;

public class TimerTest : MonoBehaviour {

    private void Start () {
        // 创建一个Timer并开始计时
        gameObject.AddComponent<Timer>().start(1.5f, onTimeup);

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

        // 无限计数(repeatCount为<=0时 无限重复)
        gameObject.AddComponent<Timer>().start(1, -1, onCount, null);

        // Timer API
        Timer timer = gameObject.AddComponent<Timer>();
        timer.delay = 10;// 延迟10秒开始
        timer.start();  // 开始计时
        timer.stop();   // 暂停计时
        timer.reset();  // 重置已计时的时间和次数
        timer.restart();// 重新开始计时 reset() + start()
    }

    /// <summary> 正常计时 </summary>
    private void onTimeup(Timer timer) {
        print("计时完成");
    }

    /// <summary> 倒计时间隔 </summary>
    private void onCD(Timer timer) {
        print(timer.repeatCount - timer.currentCount); // 3, 2, 1
    }

    /// <summary> 倒计时结束 </summary>
    private void onCDEnd(Timer timer) {
        print(timer.repeatCount - timer.currentCount); // 0
    }

    /// <summary> 无限计数 </summary>
    private void onCount(Timer timer) {
        print(timer.currentCount); // 1, 2, 3……
    }

}
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Timer API:

// 开始/继续计时
public void start() {}

// 暂停计时
public void stop() {}

// 停止Timer并重置数据
public void reset() {}

// 重置数据并重新开始计时
public void restart() {}

// 开始计时 time时间(秒) onComplete(Timer timer)计时完成回调事件
public void start(float time, TimerCallback onComplete) {}

// 开始计时 interval计时间隔 repeatCount重复次数 onComplete(Timer timer)计时完成回调事件
public void start(float interval, int repeatCount, TimerCallback onComplete) {}

// 开始计时 interval计时间隔 repeatCount重复次数
// onInterval(Timer timer)计时间隔回调事件
// onComplete(Timer timer)计时完成回调事件
public void start(float interval, int repeatCount, TimerCallback onInterval, TimerCallback onComplete) {}
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Timer.cs

using UnityEngine;
using UnityEngine.Events;

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

    // 延迟时间(秒)
    public float delay = 0;
    // 间隔时间(秒)
    public float interval = 1;
    // 重复次数
    public int repeatCount = 1;
    // 自动计时
    public bool autoStart = false;
    // 自动销毁
    public bool autoDestory = true;
    // 当前时间
    public float currentTime = 0;
    // 当前次数
    public int currentCount = 0;
    // 计时间隔
    public UnityEvent onIntervalEvent;
    // 计时完成
    public UnityEvent onCompleteEvent;
    // 回调事件代理
    public delegate void TimerCallback(Timer timer);
    // 上一次间隔时间
    private float lastTime = 0;
    // 计时间隔
    private TimerCallback onIntervalCall;
    // 计时结束
    private TimerCallback onCompleteCall;

    private void Start () {
        enabled = autoStart;
    }

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

    /// <summary> 增加间隔时间 </summary>
    private void addInterval(float deltaTime) {
        currentTime += deltaTime;
        if (currentTime < delay) return;
        if (currentTime - lastTime >= interval) {
            currentCount++;
            lastTime = currentTime;
            if (repeatCount <= 0) {
                // 无限重复
                if (currentCount == int.MaxValue) reset();
                if (onIntervalCall != null) onIntervalCall(this);
                if (onIntervalEvent != null) onIntervalEvent.Invoke();
            } else {
                if (currentCount < repeatCount) {
                    //计时间隔
                    if (onIntervalCall != null) onIntervalCall(this);
                    if (onIntervalEvent != null) onIntervalEvent.Invoke();
                } else {
                    //计时结束
                    stop();
                    if (onCompleteCall != null) onCompleteCall(this);
                    if (onCompleteEvent != null) onCompleteEvent.Invoke();
                    if (autoDestory && !enabled) Destroy(this);
                }
            } 
        }
    }

    /// <summary> 开始/继续计时 </summary>
    public void start() {
        enabled = autoStart = true;
    }

    /// <summary> 开始计时 </summary>
    /// <param name="time">时间(秒)</param>
    /// <param name="onComplete(Timer timer)">计时完成回调事件</param>
    public void start(float time, TimerCallback onComplete) {
        start(time, 1, null, onComplete);
    }

    /// <summary> 开始计时 </summary>
    /// <param name="interval">计时间隔</param>
    /// <param name="repeatCount">重复次数</param>
    /// <param name="onComplete(Timer timer)">计时完成回调事件</param>
    public void start(float interval, int repeatCount, TimerCallback onComplete) {
        start(interval, repeatCount, null, onComplete);
    }

    /// <summary> 开始计时 </summary>
    /// <param name="interval">计时间隔</param>
    /// <param name="repeatCount">重复次数</param>
    /// <param name="onInterval(Timer timer)">计时间隔回调事件</param>
    /// <param name="onComplete(Timer timer)">计时完成回调事件</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> 暂停计时 </summary>
    public void stop() {
        enabled = autoStart = false;
    }

    /// <summary> 停止Timer并重置数据 </summary>
    public void reset(){
        lastTime = currentTime = currentCount = 0;
    }

    /// <summary> 重置数据并重新开始计时 </summary>
    public void restart() {
        reset();
        start();
    }

}
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TimerEditor.cs

using UnityEditor;
using UnityEngine;

/// <summary>
/// 计时器 编辑器
/// <para>ZhangYu 2018-04-08</para>
/// </summary>
[CanEditMultipleObjects]
[CustomEditor(typeof(Timer))]
public class TimerEditor : Editor {

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

        // 重绘GUI
        EditorGUI.BeginChangeCheck();

        // 公开属性
        drawProperty("delay", "延迟时间(秒)");
        drawProperty("interval", "间隔时间(秒)");
        drawProperty("repeatCount", "重复次数");
        if (script.repeatCount <= 0) EditorGUILayout.LabelField(" ", "<=0 时无限重复", GUILayout.ExpandWidth(true));
        EditorGUILayout.BeginHorizontal();
        drawProperty("autoStart", "自动计时");
        drawProperty("autoDestory", "自动销毁");
        EditorGUILayout.EndHorizontal();

        // 只读属性
        GUI.enabled = false;
        drawProperty("currentTime", "当前时间(秒)");
        drawProperty("currentCount", "当前次数");
        GUI.enabled = true;

        // 回调事件
        drawProperty("onIntervalEvent", "计时间隔事件");
        drawProperty("onCompleteEvent", "计时完成事件");
        if (EditorGUI.EndChangeCheck()) serializedObject.ApplyModifiedProperties();
    }

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

}
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