Unity-黑暗之魂复刻-计时类

1.在按钮按下后有一段时间可以在接受一次按钮
变量:
duration 延长时间长度
elapsedTime已经延长时间
STATE状态

public class MyTimer  {
    //Timer计时多长
    public float duration = 1.0f;

    private float elapsedTime = 0;
    public enum STATE
    {
        IDLE,
        RUN,
        FINISHED
    }
    public STATE state;

    public void Tick()
    {
        switch (state)
        {
            case STATE.IDLE:

                break;
            case STATE.RUN:
                elapsedTime += Time.deltaTime;
                if (elapsedTime >= duration)
                {
                    state = STATE.FINISHED;
                }
                break;
            case STATE.FINISHED:

                break;
            default:
                Debug.Log("MyTimer Error");
                break;
        }
    }

    public void Go()
    {
        elapsedTime = 0;
        state = STATE.RUN;
    }
}

2.DoubleTigger在上面的基础上给Button加一个计时器,在ButtonOnReleased的时候,开始计时,直到extendingDurartion结束,加上OnPressing时间都属于DoubleTrigger检测时间范围,在extendingDuration中&&检测到了onPressed,那就是触发了DoubleTrigger。

3.LongPress在按下后进行计时,在一段时间后才将STATE设置为RUN。

在Button中设置IsExtending、IsDelaying两个信号

public class MyButton {
    public bool IsPressing = false;
    public bool OnPressed = false;
    public bool OnReleased = false;
    public bool IsExtending = false;
    public bool IsDelaying = false;

    public float extendingDuration = 0.15f;
    public float delayingDuration = 0.15f;

    private bool curState = false;
    private bool lastState = false;

    private MyTimer extTimer = new MyTimer();
    private MyTimer delayTimer = new MyTimer();

    public void Tick(bool input)
    {
        extTimer.Tick();
        delayTimer.Tick();

        curState = input;
        IsPressing = curState;
        OnPressed = false;
        OnReleased = false;
        IsExtending = false;
        IsDelaying = false;

        if (curState != lastState)
        {
            if(curState == true)
            {
                OnPressed = true;
                StartTimer(delayTimer, delayingDuration);
            }
            else
            {
                OnReleased = true;
                StartTimer(extTimer, extendingDuration);
            }
        }
        lastState = curState;
        if(extTimer.state == MyTimer.STATE.RUN)
        {
            IsExtending = true;
        }
        if(delayTimer.state == MyTimer.STATE.RUN)
        {
            IsDelaying = true;
        }
    }

    private void StartTimer(MyTimer myTimer,float duration)
    {
        myTimer.duration = duration;
        myTimer.Go();
    }
}

以下将3个动作融合到了一个按键上:
跑的设置:
A按下并且不在Delaying,或者在Extending

 run = (buttonA.IsPressing && !buttonA.IsDelaying) || buttonA.IsExtending;

翻滚设置:
A松开并且A在Delaying范围

roll = buttonA.OnReleased && buttonA.IsDelaying;

跳跃设置:
在Extending并且按下A

jump = buttonA.OnPressed && buttonA.IsExtending;
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