在看过Siki老师的“Unity API常用方法和类详细讲解”的视频。
对Time类基础的用法有了自己的看法。
以下为Time类中常用的变量的使用。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class APITimeFunction : MonoBehaviour
{
private void Start()
{
Debug.Log("Time.deltaTime: " + Time.deltaTime);
Debug.Log("Time.fixedDeltaTime: " + Time.fixedDeltaTime);
Debug.Log("Time.fixedTime: " + Time.fixedTime);
Debug.Log("Time.frameCount: " + Time.frameCount);
Debug.Log("Time.realtimeSinceStartup: " + Time.realtimeSinceStartup);
Debug.Log("Time.smoothDeltaTime: " + Time.smoothDeltaTime);
Debug.Log("Time.time: " + Time.time);
Debug.Log("Time.timeScale: " + Time.timeScale);
Debug.Log("Time.timeSinceLevelLoad: " + Time.timeSinceLevelLoad);
Debug.Log("Time.unscaledTime: " + Time.unscaledTime);
}
private void FixedUpdate()
{
Debug.Log("Time.fixedDeltaTime: " + Time.fixedDeltaTime);
Debug.Log("Time.fixedTime: " + Time.fixedTime);
Debug.Log("Time.time: " + Time.time);
Debug.Log("Time.deltaTime: " + Time.deltaTime);
}
void Update()
{
//每一帧运行的秒数
Debug.Log("Time.deltaTime: "+Time.deltaTime);
//每一帧固定运行的秒数,可以通过改变此帧数来改变FixUpdate的运行次数
Debug.Log("Time.fixedDeltaTime: " + Time.fixedDeltaTime);
//每一帧固定的运行时间,在FixedUpdate中和Time完全相同
Debug.Log("Time.fixedTime: " + Time.fixedTime);
//游戏运行的总帧数
Debug.Log("Time.frameCount: " + Time.frameCount);
游戏开始运行的总时间
Debug.Log("Time.realtimeSinceStartup: " + Time.realtimeSinceStartup);
平滑达到Time.deltaTime
Debug.Log("Time.smoothDeltaTime: " + Time.smoothDeltaTime);
//这一帧开始的时间,受到暂停控制
Debug.Log("Time.time: " + Time.time);
// 时间流逝(0,1,2),控制时间的流逝
Debug.Log("Time.timeScale: " + Time.timeScale);
//此场景的加载所消耗的时间
Debug.Log("Time.timeSinceLevelLoad: " + Time.timeSinceLevelLoad);
//正常TimeScale下的Time
Debug.Log("Time.unscaledTime: " + Time.unscaledTime);
}
}