注意:这里是无法直接运行使用的,需要搭配具体的项目框架,在Unity的Update中每帧调用。
(这里主要只是提供大概代码和思路)
这里使用的UnityEngine.Time.deltaTime,其实就是Unity中的Time.deltaTime
TimeSystem.lua
--class为之前写的面向对象类
TimeSystem = class()
--单例
TimeSystem.Instance = function()
if (TimeSystem.m_instance == nil) then
TimeSystem.m_instance = TimeSystem.new();
end
return TimeSystem.m_instance
end
function TimeSystem:ctor()
self.tempTime = 0
--事件池
self.TimerDict = {}
self.timerIndex = 1
end
--参数:时间间隔、循环几次、回调函数、回调对象、回调参数
function TimeSystem:AddTimer(delta,loopTimes,callBack,obj,param)
if callBack==nil then
return
end
self.TimerDict[self.timerIndex] = {leftTime = delta,delta = delta,loopTimes = loopTimes,callBack = callBack,obj = obj,param = param,timerIndex = self.timerIndex}
self.timerIndex = self.timerIndex + 1;
return self.timerIndex - 1
end
function TimeSystem:RemoveTimer(timerIndex)
if timerIndex==nil then
return
end
self.TimerDict[timerIndex] = nil
end
--让这个函数被Unity的Update每帧调用
--timeInterval:时间间隔
--每帧都调用函数,但不是每帧都遍历一次字典,不然太耗性能
--可以设置为0.1,一般延迟调用时间也不会太短
function TimeSystem:Update(timeInterval)
self.tempTime = self.tempTime + UnityEngine.Time.deltaTime;
if self.tempTime < timeInterval then
return
else
self.tempTime = 0
end
--遍历字典,更新剩余时间,时间到了就执行函数
for k,v in pairs(self.TimerDict) do
v.leftTime = v.leftTime - timeInterval
if v.leftTime <= 0 then
if v.obj ~= nil then
if v.callBack then
v.callBack(v.obj,v.param)
end
else
if v.callBack then
v.callBack(v.param)
end
end
v.loopTimes = v.loopTimes - 1
v.leftTime = v.delta
if v.loopTimes <= 0 then
v.callBack = nil
self:RemoveTimer(v.timerIndex)
end
end
end
end
function TimeSystem:Clear()
self.TimerDict = {}
end
Test.lua
--每隔1.5s执行一次输出,总共执行两次
TimeSystem.GetInstance():AddTimer(1.5,2,
function()
print("在时间" .. os.time() .."执行了")
end
,self
);
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