前言
时间轴用于实现游戏中时间延迟、循环的操作。
正文
准备工作:
时间数据类、单例类、时间操作类型枚举、时间处理键枚举(时间对象管理的数据结构选用字典)
1、时间数据类成员变量:
时间处理键(枚举)
时间操作类型(枚举)
开始时间(long)
延迟时间(float)
延迟时间的次数(int)
委托(Action带不带参数取决于具体操作)
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static GameEnum;
/// <summary>
/// 时间数据类
/// </summary>
public class TimeData
{
public TimeHandleName handleName;//时间处理的键
public TimeAxisType timeType;//时间轴操作类型
public long beginTime;//开始时间
public float delayTime;//延迟时间
public int delayTimeCount;//延迟时间次数
public Action action;//处理的回调函数
}
2、单例类
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Singleton <T>where T:class,new()
{
static T ins;
public static T Ins
{
get
{
if (ins == null)
{
ins = new T();
}
return ins;
}
}
}
3、时间操作类型枚举、时间处理键枚举
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameEnum
{
/// <summary>
/// 时间轴操作类型
/// </summary>
public enum TimeAxisType
{
Loop,Delay
}
/// <summary>
/// 时间处理的键
/// </summary>
public enum TimeHandleName
{
微信,QQ
}
}
时间轴代码
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static GameEnum;
/// <summary>
/// 时间轴
/// </summary>
public class TimeAxisTool : Singleton<TimeAxisTool>
{
Dictionary<TimeHandleName, TimeData> timeHandle_Dic;//时间处理的对象管理
public void Init()
{
timeHandle_Dic = new Dictionary<TimeHandleName, TimeData>();
}
/// <summary>
/// 添加处理
/// </summary>
/// <param name="handleName">处理的键</param>
/// <param name="timeType">时间操作类型</param>
/// <param name="delayTime">延迟时间</param>
/// <param name="action">处理的回调函数(根据需要添加参数)</param>
/// <param name="delayTimeCount">延迟时间的次数</param>
public void TimeHandle_Add(TimeHandleName handleName, TimeAxisType timeType, float delayTime, Action action = null, int delayTimeCount = 1)
{
TimeData td = new TimeData()
{
handleName = handleName,
timeType = timeType,
beginTime = DateTime.Now.Ticks,
delayTime = delayTime,
action = action,
delayTimeCount = delayTimeCount
};
if (!timeHandle_Dic.ContainsKey(handleName))
{
timeHandle_Dic[handleName] = td;
Debug.Log("触发Add,时间对象的数量:::::::::::" + timeHandle_Dic.Count);
}
else
{
Debug.Log("Key已存在!");
}
}
/// <summary>
/// 移除处理
/// </summary>
/// <param name="handleName">移除处理的键</param>
public void TimeHandle_Remove(TimeHandleName handleName)
{
if (timeHandle_Dic.ContainsKey(handleName))
{
timeHandle_Dic.Remove(handleName);
Debug.Log("触发Remove,时间对象的数量:::::::::::" + timeHandle_Dic.Count);
}
else
{
Debug.Log("想要移除的Key不存在!");
}
}
TimeData td;
long delayTime;
public void Update()
{
for (int i = 0; i < timeHandle_Dic.Count; i++)//遍历所有时间处理对象
{
td = timeHandle_Dic[(TimeHandleName)i];//获取键对应的时间处理数据
if (td != null)
{
delayTime = (DateTime.Now.Ticks - td.beginTime) / 10000000;//计算得到的延迟时间
if (delayTime >= td.delayTime)
{
td.action?.Invoke();//处理回调不为空则执行
if (td.timeType == TimeAxisType.Loop)//时间操作类型:循环类型
{
td.beginTime = DateTime.Now.Ticks;//时间处理数据的开始时间重新赋值
}
if (td.timeType == TimeAxisType.Delay)//时间操作类型:延迟类型
{
TimeHandle_Remove(td.handleName);//移除处理
}
}
}
}
}
}
运行调用代码
创建空物体,挂载到空物体上。
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static GameEnum;
/// <summary>
/// 游戏管理
/// </summary>
public class GameControl : MonoBehaviour
{
void Start()
{
TimeAxisTool.Ins.Init();//时间轴初始化
TimeAxisTool.Ins.TimeHandle_Add(TimeHandleName.微信,TimeAxisType.Loop,2.6f,WeChat);//添加时间处理
TimeAxisTool.Ins.TimeHandle_Add(TimeHandleName.QQ,TimeAxisType.Delay,5.5f,QQ);//添加时间处理
}
/// <summary>
/// 时间处理回调
/// </summary>
private void QQ()
{
Debug.Log("QQ");
}
/// <summary>
/// 时间处理回调
/// </summary>
private void WeChat()
{
Debug.Log("微信");
}
void Update()
{
TimeAxisTool.Ins.Update();//时间轴更新
}
}
OVER