Unity封裝延時呼叫定時器
阿新 • • 發佈:2020-04-20
本文例項為大家分享了Unity封裝延時呼叫定時器的具體程式碼,供大家參考,具體內容如下
封裝一個延時呼叫定時器類
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(); } } //內部類 class TaskBehaviour : MonoBehaviour { } }
測試
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Script_04_15 : MonoBehaviour { void Start () { //開啟定時器 Coroutine coroutine = WaitTimeManager.WaitTime(5f,delegate { Debug.LogFormat("等待5秒後回撥"); }); //等待過程中取消它 //WaitTimeManager.CancelWait (ref coroutine); } }
以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支援我們。