基于 Mono脚本的 简单计时器

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;

public class TimerManager : MonoBehaviour
{
    private static TimerManager m_Instance = null;
    public static TimerManager Instance
    {
        get
        {
            if (m_Instance == null)
            {
                m_Instance = FindObjectOfType<TimerManager>();
                if (m_Instance == null)
                {
                    m_Instance = new GameObject("TimerManager").AddComponent<TimerManager>();
                }
            }
            return m_Instance;
        }
    }

    private class TimeItem
    {
        private float duration;
        private float timer;
        public bool isDone { get; private set; }
        private UnityAction OnComplete;

        public TimeItem(float duration, UnityAction oncomplete)
        {
            Reset(duration, oncomplete);
        }

        public void Update(float time)
        {
            if (isDone)
            {
                return;
            }
            timer += time;
            if (timer >= duration)
            {
                isDone = true;
                if (OnComplete != null)
                {
                    OnComplete();
                    OnComplete = null;
                }
            }
        }

        public void Reset(float duration, UnityAction oncomplete)
        {
            timer = 0;
            isDone = false;
            this.duration = duration;
            OnComplete = oncomplete;
        }
    }

    private void Awake()
    {
        if (m_Instance == null)
        {
            m_Instance = this;
        }
    }

    private List<TimeItem> tasks = new List<TimeItem>();
    private List<TimeItem> add_tasks = new List<TimeItem>();
    private List<TimeItem> recycle_tasks = new List<TimeItem>();

    public void NewTimer(float duration, UnityAction oncomplete)
    {
        TimeItem timeItem = GetOneTimeItem(duration, oncomplete);
        add_tasks.Add(timeItem);
    }

    private TimeItem GetOneTimeItem(float duration, UnityAction oncomplete)
    {
        TimeItem timeItem;
        if (recycle_tasks.Count > 0)
        {
            timeItem = recycle_tasks[0];
            timeItem.Reset(duration, oncomplete);
            recycle_tasks.RemoveAt(0);
        }
        else
        {
            timeItem = new TimeItem(duration, oncomplete);
        }
        return timeItem;
    }

    private void Update()
    {
        if (add_tasks.Count > 0)
        {
            tasks.AddRange(add_tasks);
            add_tasks.Clear();
        }

        if (tasks.Count > 0)
        {
            for (int i = 0; i < tasks.Count; i++)
            {
                tasks[i].Update(Time.deltaTime);
                if (tasks[i].isDone)
                {
                    recycle_tasks.Add(tasks[i]);
                    tasks.Remove(tasks[i]);
                    i--;
                }
            }
        }
    }
}

 

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