using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class WaitTimeManager
{
private static TaskBehaviour m_Task;
static WaitTimeManager()
{
GameObject go = new GameObject("#WaitTimeManager#");
GameObject.DontDestroyOnLoad(go);
m_Task = go.AddComponent<TaskBehaviour> ();
}
//等待
static public Coroutine WaitTime(float time,UnityAction callback)
{
return m_Task.StartCoroutine (Coroutine(time,callback));
}
//取消等待
static public void CancelWait(ref Coroutine coroutine)
{
if (coroutine != null) {
m_Task.StopCoroutine (coroutine);
coroutine = null;
}
}
static IEnumerator Coroutine(float time,UnityAction callback){
yield return new WaitForSeconds (time);
if (callback != null) {
callback ();
}
}
//内部类
class TaskBehaviour : MonoBehaviour{}
}
Demo:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WaitTimeManagerDemo : MonoBehaviour {
void Start () {
//开启
Coroutine coroutine = WaitTimeManager.WaitTime(5f,delegate {
Debug.LogFormat("等待5秒后回调");
});
Coroutine coroutine2 = WaitTimeManager.WaitTime(2f, delegate {
Debug.LogFormat("等待2秒后回调");
});
Coroutine coroutine3 = WaitTimeManager.WaitTime(3f, delegate {
Debug.LogFormat("等待3秒后回调");
});
Coroutine coroutine4 = WaitTimeManager.WaitTime(4f, () => {
Debug.LogFormat("等待4秒后回调");
});
//取消
WaitTimeManager.CancelWait(ref coroutine);
}
}