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Unity封装延时调用定时器

作者:林新发  发布时间:2022-10-14 05:43:53 

标签:Unity,延时,定时器

本文实例为大家分享了Unity封装延时调用定时器的具体代码,供大家参考,具体内容如下

封装一个延时调用定时器类


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

public class WaitTimeManager
{
private static TaskBehaviour m_Task;
static WaitTimeManager()
{
GameObject go = new GameObject("#WaitTimeManager#");
GameObject.DontDestroyOnLoad(go);
m_Task = go.AddComponent<TaskBehaviour> ();
}

//等待
static public Coroutine WaitTime(float time,UnityAction callback)
{
return m_Task.StartCoroutine(Coroutine(time,callback));
}

//取消等待
static public void CancelWait(ref Coroutine coroutine)
{
if (coroutine != null) {
m_Task.StopCoroutine(coroutine);
coroutine = null;
}
}

static IEnumerator Coroutine(float time, UnityAction callback) {
yield return new WaitForSeconds (time);
if (callback != null) {
callback();
}
}

//内部类
class TaskBehaviour : MonoBehaviour { }
}

测试


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

public class Script_04_15 : MonoBehaviour {

void Start () {
//开启定时器
Coroutine coroutine = WaitTimeManager.WaitTime(5f, delegate {
Debug.LogFormat("等待5秒后回调");
});

//等待过程中取消它
//WaitTimeManager.CancelWait (ref coroutine);
}
}

来源:https://blog.csdn.net/linxinfa/article/details/105262132

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