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unity实现延迟回调工具

一个实用的计时器,可以计时延迟调用和延迟重复次数调用。

可以自己封装成单例模式挂在GameObject上使用,或者在另一个behavior的Update里执行这个类的OnUpdate()方法再使用。

为了更加安全的使用,建议在销毁MonoBehaviour时清理一下对应的所有计时器。

或者调用时可选择传入回调所在的MonoBehaviour,这样就可以自动清理了。

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

public static class DelayCall
{

private static List<CallTimeObj> calltimes = new List<CallTimeObj>();
private static Dictionary<int, CallObj> callsort = new Dictionary<int, CallObj>();
private static int countid = 0;
/// <summary>
/// 生成id
/// </summary>
/// <returns>The new identifier.</returns>
/// <param name=”call”>Call.</param>
private static int getNewId(CallObj call)
{
countid++;
if (countid >= int.MaxValue)
{
countid = 1;
}
while (callsort.ContainsKey(countid)) countid++;
call.callid = countid;
callsort.Add(countid, call);
return countid;

}
public static void ClearAll()
{

calltimes.Clear();
callsort.Clear();
}
/// <summary>
/// 删除延迟执行.
/// </summary>
/// <param name=’call’>
/// Call.
/// </param>
public static void remove(int callid)
{
if (callid > 0 && callsort.ContainsKey(callid))
{
CallObj call = callsort[callid];
callsort.Remove(callid);
if (call != null)
{
calltimes.Remove((CallTimeObj)call);
}
}

}

public static int AddTime(float delayTime, object arg, int repeat = 1,Action<object> call)
{
var callobj = new CallTimeObj();
callobj.argsCall = call;
callobj.arg = arg;
callobj.repeat = repeat;
callobj.time = Time.realtimeSinceStartup + delayTime;
callobj.delayTime = delayTime;
if (repeat == 0)
{
callobj.isloop = true;
}
calltimes.Add(callobj);
getNewId(callobj);
return callobj.callid;

}

/// <summary>
/// 添加延迟执行
/// </summary>
/// <param name=”call”>回调方法</param>
/// <param name=”delayTime”>延迟时间</param>
/// <param name=”repeat”>重复回调次数</param>
/// <param name=”mn”>承载回掉函数的实例是否存在的判断</param>
/// <param name=”isUnique”>是否是唯一的方法</param>
/// <param name=”isReplace”>如果重复是否覆盖</param>
/// <returns></returns>
public static int AddTime(float delayTime, int repeat = 1, MonoBehaviour mn = null, bool isUnique = false, bool isReplace = false,Action call)
{
if (isUnique)
{
for (int i = 0; i < calltimes.Count; i++)
{
CallTimeObj call2 = calltimes[i];
if (call2.mn == mn && call2.call == call)
{
if (isReplace)
{
call2.time = Time.realtimeSinceStartup + delayTime;

}
return call2.callid;
}
}
}

var callobj = new CallTimeObj();
callobj.call = call;
callobj.isMN = (mn != null);
callobj.mn = mn;
callobj.repeat = repeat;
callobj.time = Time.realtimeSinceStartup + delayTime;
callobj.delayTime = delayTime;
if (repeat == 0)
{
callobj.isloop = true;
}
calltimes.Add(callobj);
getNewId(callobj);
return callobj.callid;
}

public static void OnUpdate()
{

//time call
if (calltimes.Count != 0) for (int i = 0; i < calltimes.Count; ++i)
{
CallTimeObj call = calltimes[i];
if (call.time <= Time.realtimeSinceStartup)
{
if (call.isloop == false)
{
call.repeat–;
if (call.repeat <= 0)
{
calltimes.RemoveAt(i);
callsort.Remove(call.callid);
–i;
}
else
{
//重新累加时间
call.time += call.delayTime;

}
}
else
{
call.time += call.delayTime;
}

if (!call.isMN || call.mn != null)
{
try
{
if (call.argsCall != null)
{
call.argsCall.Invoke(call.arg);
if (call.isloop == false)
{
if (call.repeat <= 0)
{
call.arg = null;
call.argsCall = null;
call.mn = null;
}
}
}
else
{
call.call();
}
}
catch (Exception e)
{
Debug.LogException(e);
}
}
}
}

}
private class CallObj
{
public Action call = null;
public int frame;
public bool isMN;
public MonoBehaviour mn;
public int callid = 0;
}
private class CallTimeObj : CallObj
{
public Action<object> argsCall = null;
public float time;
public int repeat = 1;
public float delayTime = 0;
public object arg;
public bool isloop = false;
}
}

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