Unity获取联网时间,服务器时间

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挂载TimeManager即可

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

public class TimeManager : SingletonMono<TimeManager>
{
    /// <summary>
    /// 初始时间戳
    /// </summary>
    public static int TimeStampStart;
    public static int TimeStampNow { get { return TimeStampStart + (int)Time.unscaledTime; } }

    private static DateTime _DateTimeNow;
    public static DateTime DateTimeNow
    {
        get
        {
            return _DateTimeNow.AddSeconds(Time.unscaledTime);
        }
    }

    //public void Init()
    //{
    //    StartCoroutine(GetNetTime());
    //}

    IEnumerator Start()
    {
        yield return StartCoroutine(GetNetTime());
        Debug.Log(DateTimeNow.ToLongTimeString());
    }

    IEnumerator GetNetTime()
    {
        WWW www = new WWW("http://www.hko.gov.hk/cgis-bin/gts/time5a.pr?a=2");
        //等待服务器的响应    
        yield return www;
        //如果出现错误    
        if (www.error != null)
        {
            //TODO 无法获取服务器时间用本地时间
            _DateTimeNow = DateTime.Now;
            yield break;
        }

        string timeStamp = www.text.Split('=')[1].Substring(0, 10);
        if (!int.TryParse(timeStamp, out TimeStampStart))
        {
            //TODO 获取服务器时间出错用本地时间
            _DateTimeNow = DateTime.Now;
            yield break;
        }

        DateTime dtStart = TimeZone.CurrentTimeZone.ToLocalTime(new DateTime(1970, 1, 1));
        long lTime = long.Parse(timeStamp + "0000000");
        TimeSpan toNow = new TimeSpan(lTime);
        _DateTimeNow = dtStart.Add(toNow);
    }
}

 

using UnityEngine;

public class SingletonMono<T> : MonoBehaviour where T : MonoBehaviour
{
    private static volatile T instance;
    private static object syncRoot = new Object();
    public static T Instance
    {
        get
        {
            if (instance == null)
            {
                lock (syncRoot)
                {
                    if (instance == null)
                    {
                        instance = FindObjectOfType<T>();
                        if (instance == null)
                        {
                            GameObject go = new GameObject();
                            go.name = typeof(T).Name;
                            instance = go.AddComponent<T>();
                            DontDestroyOnLoad(go);
                        }
                    }
                }
            }
            return instance;
        }
    }
}
要在Unity3D中获取当前时间,可以使用C#的DateTime类。首先,您需要在脚本中导入System命名空间。然后,您可以使用DateTime.Now属性来获取当前日期和时间。下面是一个示例代码片段: using System; public class TimeManager : MonoBehaviour { private void Start() { string currentTime = GetCurrentTime(); Debug.Log("当前时间:" + currentTime); } private string GetCurrentTime() { DateTime dateTime = DateTime.Now; string strNowTime = string.Format("{0:D}{1:D}{2:D}{3:D}{4:D}{5:D}", dateTime.Year, dateTime.Month, dateTime.Day, dateTime.Hour, dateTime.Minute, dateTime.Second); return strNowTime; } } 在上述代码中,GetCurrentTime()方法返回一个格式化的字符串,包含年、月、日、小时、分钟和秒。您可以根据您的需求修改格式化字符串。然后,您可以在Start()方法中调用GetCurrentTime()方法***<span class="em">1</span><span class="em">2</span><span class="em">3</span> #### 引用[.reference_title] - *1* *3* [Unity3D获取系统当前时间](https://blog.csdn.net/qq_40544338/article/details/114806180)[target="_blank" data-report-click={"spm":"1018.2226.3001.9630","extra":{"utm_source":"vip_chatgpt_common_search_pc_result","utm_medium":"distribute.pc_search_result.none-task-cask-2~all~insert_cask~default-1-null.142^v93^chatsearchT3_2"}}] [.reference_item style="max-width: 50%"] - *2* [Unity3D获取当前系统时间并在UI界面中显示](https://blog.csdn.net/weixin_46992165/article/details/126358648)[target="_blank" data-report-click={"spm":"1018.2226.3001.9630","extra":{"utm_source":"vip_chatgpt_common_search_pc_result","utm_medium":"distribute.pc_search_result.none-task-cask-2~all~insert_cask~default-1-null.142^v93^chatsearchT3_2"}}] [.reference_item style="max-width: 50%"] [ .reference_list ]
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