资源管理器太大了,想要快速理解还是需要时间,正赶上最近GF有加上了个VFS(虚拟文件系统),所以嘛,再等等。
今天就送大家一个 我写的Component,这个是原UGF里没有的,我自己扩展的,说是自己扩展的其实也是Github上抄下来,做了一些改动和适配,我用着挺好的。
Timer.cs
#region << 版 本 注 释 >>
/*----------------------------------------------------------------
* 类 名 称 :Timer
* 作 者 :L.Chen
* 创建时间 :2019/12/17 13:49:06
* 版 本 号 :v1.0.0.0
* 类 描 述 :
*******************************************************************
//----------------------------------------------------------------*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
public class Timer
{
private bool m_IsOwnerDestroyed
{
get
{
return m_HasAutoDestroyOwner && m_AutoDestroyOwner == null;
}
}
private readonly Action m_OnComplete = null;
private readonly Action<float> m_OnUpdate = null;
private float m_StartTime = 0f;
private float m_LastUpdateTime = 0f;
private float? m_TimeElapsedBeforeCancel = null;
private float? m_TimeElapsedBeforePause = null;
private readonly UnityEngine.MonoBehaviour m_AutoDestroyOwner = null;
private readonly bool m_HasAutoDestroyOwner = false;
public Timer(float duration, Action onComplete, Action<float> onUpdate,
bool isLooped, bool usesRealTime, MonoBehaviour autoDestroyOwner)
{
Duration = duration;
m_OnComplete = onComplete;
m_OnUpdate = onUpdate;
IsLooped = isLooped;
UsesRealTime = usesRealTime;
m_AutoDestroyOwner = autoDestroyOwner;
m_HasAutoDestroyOwner = autoDestroyOwner != null;