Home Backend Development C#.Net Tutorial Brief analysis of the usage of Unity timer script Timer (with code)

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

Jul 27, 2018 am 11:43 AM
c# unity

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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Related articles:

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