Unity封装延时调用定时器
作者:林新发
这篇文章主要为大家详细介绍了Unity封装延时调用定时器,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下
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); } }
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。