Unity3D 计时/倒计时管理类

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在平时的开发过程中,计时、倒计时经常在游戏中用到,想必大家都有自己的处理高招,为了以后用方便使用,抽象出一个 TimerManager 类,功能很简单,这儿采用协程的 WaitForSeconds 来处理计时、倒计时,希望对你有所帮助!

主要代码如下:

001 using UnityEngine;
002 using System;
003 using System.Collections;
004 using System.Collections.Generic;
005  
006 public class TimerManager
007 {
008     private static Dictionary<string, TimerItem> dictList = newDictionary<string, TimerItem>();
009  
010     /// <summary>
011     /// 注册计时
012     /// </summary>
013     /// <param name="timerKey">Timer key.</param>
014     /// <param name="totalNum">Total number.</param>
015     /// <param name="delayTime">Delay time.</param>
016     /// <param name="callback">Callback.</param>
017     /// <param name="endCallback">End callback.</param>
018     public static void Register(string timerKey, int totalNum, floatdelayTime, Action<int> callback, Action endCallback)
019     {
020         TimerItem timerItem = null;
021         if(!dictList.ContainsKey(timerKey))
022         {
023             GameObject objectItem = new GameObject ();
024             objectItem.name = timerKey;
025  
026             timerItem = objectItem.AddComponent<TimerItem> ();
027             dictList.Add(timerKey, timerItem);
028         }else
029         {
030             timerItem = dictList[timerKey];
031         }
032  
033         if(timerItem != null)
034         {
035             timerItem.Run(totalNum, delayTime, callback, endCallback);
036         }
037     }
038  
039     /// <summary>
040     /// 取消注册计时
041     /// </summary>
042     /// <param name="timerKey">Timer key.</param>
043     public static void UnRegister(string timerKey)
044     {
045         if(!dictList.ContainsKey(timerKey)) return;
046  
047         TimerItem timerItem = dictList [timerKey];
048         if(timerItem != null)
049         {
050             timerItem.Stop ();
051             GameObject.Destroy(timerItem.gameObject);
052         }
053     }
054 }
055  
056 class TimerItem : MonoBehaviour
057 {
058     private int totalNum;
059     private float delayTime;
060     private Action<int> callback;
061     private Action endCallback;
062  
063     private int currentIndex;
064  
065     public void Run(int totalNum, float delayTime, Action<int> callback, Action endCallback)
066     {
067         this.Stop ();
068  
069         this.currentIndex = 0;
070  
071         this.totalNum = totalNum;
072         this.delayTime = delayTime;
073         this.callback = callback;
074         this.endCallback = endCallback;
075  
076         this.StartCoroutine ("EnumeratorAction");
077     }
078  
079     public void Stop()
080     {
081         this.StopCoroutine ("EnumeratorAction");
082     }
083  
084     private IEnumerator EnumeratorAction()
085     {
086         yield return new WaitForSeconds (this.delayTime);
087  
088         this.currentIndex ++;
089         if(this.callback != nullthis.callback(this.currentIndex);
090  
091         if(this.totalNum != -1)
092         {
093             if(this.currentIndex >= this.totalNum)
094             {
095                 if(this.endCallback != nullthis.endCallback();
096                 yield break;
097             }
098         }
099         this.StartCoroutine("EnumeratorAction");
100     }
101 }
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