这篇文章主要讲解了Unity封装延时调用定时器的方法,内容清晰明了,对此有兴趣的小伙伴可以学习一下,相信大家阅读完之后会有帮助。
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);
}
}
看完上述内容,是不是对Unity封装延时调用定时器的方法有进一步的了解,如果还想学习更多内容,欢迎关注天达云行业资讯频道。