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
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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
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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服务器之家。
原文链接:https://blog.csdn.net/linxinfa/article/details/105262132