计时器

本文介绍了Unity中实现时间管理和倒计时的两种类:TimeManager和TimeCount。TimeManager负责固定时间间隔的计数,并触发时间事件;TimeCount用于启动倒计时,注册和移除时间结束及剩余时间事件。通过这两个类,开发者可以轻松地在游戏中实现各种时间相关的功能。
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using System;
using UnityEngine;

public class TimeManager : MonoSingleton<TimeManager>
{
	private float m_Timer;
	private int m_Frames = 0;


	public void Init() { }


	private Action<int> m_TimeCountAction;

	public void RegisterTimeCountEvent(Action<int> action)
	{
		m_TimeCountAction += action;
	}

	public void UnRegisterTimeCountEvent(Action<int> action)
	{
		m_TimeCountAction -= action;
	}


	private void FixedUpdate()
	{
		m_Frames = m_Frames++;

		m_Timer += Time.fixedDeltaTime;
		if (m_Timer >= 1f)
		{
			m_Timer = 0;
			if (m_TimeCountAction != null)
			{
				m_TimeCountAction(1);
			}
		}

	}
}


public class TimeCount
{
	private int m_TotalTime;
	private int m_CurrentRemainingTime;

	private Action m_TimeCountEndEvent;
	private Action<int> m_RemainingTimeEvent;


	public TimeCount(int totalTime)
	{
		m_TotalTime = totalTime;
		m_CurrentRemainingTime = m_TotalTime;
	}


    /// <summary>
    /// 开始计时
    /// </summary>
	public void TimeStart()
	{
		TimeManager.Instance.RegisterTimeCountEvent(TimeReduce);
	}

    /// <summary>
    /// 注册结束事件
    /// </summary>
    /// <param name="action"></param>
	public void RegisterEndEvent(Action action)
	{
		m_TimeCountEndEvent += action;
	}

    /// <summary>
    /// 卸载结束事件
    /// </summary>
    /// <param name="action"></param>
	public void UnRegisterEndEvent(Action action)
	{
		m_TimeCountEndEvent -= action;
	}

    /// <summary>
    /// 注册剩余时间事件
    /// </summary>
    /// <param name="action"></param>
	public void RegisterRemainingTimeEvent(Action<int> action)
	{
		m_RemainingTimeEvent += action;
	}

    /// <summary>
    /// 卸载剩余时间事件
    /// </summary>
    /// <param name="action"></param>
	public void UnRegisterRemainingTimeEvent(Action<int> action)
	{
		m_RemainingTimeEvent -= action;
	}

    /// <summary>
    /// 获取剩余时间
    /// </summary>
    /// <returns></returns>
	public int GetRemainingTime()
	{
		return m_CurrentRemainingTime;
	}


    /// <summary>
    /// 获取倒计时的时间
    /// </summary>
    /// <returns></returns>
	public string GetTimeCountTime()
	{
		int min = m_CurrentRemainingTime / 60;
		int second = m_CurrentRemainingTime % 60;
		return min.ToString("00") + ":" + second.ToString("00");
	}

    /// <summary>
    /// 获取已用时间
    /// </summary>
    /// <returns></returns>
	public int GetUsedTime()
	{
		return m_TotalTime - m_CurrentRemainingTime;
	}

    /// <summary>
    /// 减少时间
    /// </summary>
    /// <param name="time"></param>
	private void TimeReduce(int time)
	{
		m_CurrentRemainingTime -= time;


		if (m_RemainingTimeEvent != null)
		{
			m_RemainingTimeEvent.Invoke(m_CurrentRemainingTime);
		}

		if (m_CurrentRemainingTime <= 0)
		{
			m_CurrentRemainingTime = 0;
			TimeManager.Instance.UnRegisterTimeCountEvent(TimeReduce);
			if (m_TimeCountEndEvent != null)
			{
				m_TimeCountEndEvent.Invoke();
			}
		}
	}

}


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