//功能:延迟指定时间后调用回调方法,可用于解决部分时序问题。
using UnityEngine;
using System.Collections;
using System;
public class CoroutineUtil : MonoBehaviour {
private static CoroutineUtil instance;
public static CoroutineUtil Instance {get{return instance;}}
void Awake()
{
instance = this;
}
IEnumerator ICoroutine(float time = 0, bool ignoreTimeScale = false, Action callBack = null)
{
if (time == 0)
{
yield return null;
}
else if (time > 0)
{
if (ignoreTimeScale)
{
float start = Time.realtimeSinceStartup;
while (Time.realtimeSinceStartup < start + time)
{
yield return null;
}
}
else
yield return new WaitForSeconds(time);
}
if (callBack != null)
{
callBack();
}
}
/// <summary>
/// 等待指定时间后,执行回调方法
/// </summary>
/// <param name="time">等待时间 秒,0为1帧</param>
/// <param name="ignoreTimeScale">是否忽略TimeScale影响</param>
/// <param name="callBack">回调方法</param>
/// <param name="objects">回调参数</param>
/// <returns></returns>
public Coroutine WaitTime(float time = 0, bool ignoreTimeScale = false, Action callBack = null)
{
return StartCoroutine(ICoroutine(time, ignoreTimeScale, callBack));
}
/// <summary>
/// 等待指定时间后,执行回调方法
/// </summary>
/// <param name="time">等待时间 秒,0为1帧</param>
/// <param name="ignoreTimeScale">是否忽略TimeScale影响</param>
/// <param name="callBack">回调方法</param>
/// <param name="objects">回调参数</param>
/// <returns></returns>
public Coroutine WaitTime(float time = 0, bool ignoreTimeScale = false, Action<object[]> callBack = null, params object[] objects)
{
return StartCoroutine(ICoroutine(time, ignoreTimeScale, callBack, objects));
}
/// <summary>
/// 倒计时或正计时 每隔指定时间回调一次
/// </summary>
/// <param name="startTime">开始时间</param>
/// <param name="endTime">结束时间</param>
/// <param name="perTime">回调间隔</param>
/// <param name="ignoreTimeScale">是否忽略TimeScale影响</param>
/// <param name="callBack">回调方法</param>
/// <returns></returns>
public Coroutine WaitPerSecond(float startTime = 10, float endTime = 0, float perTime = 1, bool ignoreTimeScale = false, Action<float> callBack = null)
{
return StartCoroutine(ICoroutine(startTime, endTime, perTime, ignoreTimeScale, callBack));
}
/// <summary>
/// 等待FixedUpdate时间后执行回调
/// </summary>
/// <param name="time">等待时间 秒,0为1帧</param>
/// <param name="callBack">回调方法</param>
/// <param name="objects">回调参数</param>
/// <returns></returns>
public Coroutine WaitFixedUpdate(float time = 0, Action<object[]> callBack = null, params object[] objects)
{
return StartCoroutine(ICoroutine(time, callBack, objects));
}
/// <summary>
/// 主动停止指定协程
/// </summary>
/// <param name="coroutine"></param>
public void Stop(Coroutine coroutine)
{
if (coroutine != null)
{
StopCoroutine(coroutine);
}
}
IEnumerator ICoroutine( float time = 0, bool ignoreTimeScale = false, Action<object[]> callBack = null, params object[] objects)
{
if (time == 0)
{
yield return null;
}
else if (time > 0)
{
if (ignoreTimeScale)
{
float start = Time.realtimeSinceStartup;
while (Time.realtimeSinceStartup < start + time)
{
yield return null;
}
}
else
yield return new WaitForSeconds(time);
}
if (callBack != null)
{
callBack(objects);
}
}
IEnumerator ICoroutine(float beginTime = 10, float endTime = 0, float perTime = 1, bool ignoreTimeScale = false, Action<float> callBack = null)
{
if (beginTime > endTime)
{
while (beginTime > endTime)
{
if (ignoreTimeScale)
{
float start = Time.realtimeSinceStartup;
while (Time.realtimeSinceStartup < start + perTime)
{
yield return null;
}
}
else
yield return new WaitForSeconds(perTime);
beginTime -= perTime;
if (callBack != null)
{
callBack(beginTime);
}
}
}
else if (beginTime < endTime)
{
while (beginTime < endTime)
{
if (ignoreTimeScale)
{
float start = Time.realtimeSinceStartup;
while (Time.realtimeSinceStartup < start + perTime)
{
yield return null;
}
}
else
yield return new WaitForSeconds(perTime);
beginTime += perTime;
if (callBack != null)
{
callBack(beginTime);
}
}
}
}
IEnumerator ICoroutine(float waitTime, Action<object[]> callBack = null, params object[] objects)
{
if (waitTime == 0)
{
yield return new WaitForFixedUpdate();
}
else if(waitTime > 0)
{
float time = 0;
while (time < waitTime)
{
yield return new WaitForFixedUpdate();
time += Time.fixedDeltaTime;
}
}
if (callBack != null)
{
callBack(objects);
}
}
}