lua配合Unity實現簡單計時器
注意:這里是無法直接運行使用的,需要搭配具體的項目框架,在Unity的Update中每幀調用。
(這里主要只是提供大概代碼和思路)
這里使用的UnityEngine.Time.deltaTime,其實就是Unity中的Time.deltaTime
TimeSystem.lua
--class為之前寫的面向對象類
TimeSystem = class()
--單例
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
--參數:時間間隔、循環幾次、回調函數、回調對象、回調參數
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
--讓這個函數被Unity的Update每幀調用
--timeInterval:時間間隔
--每幀都調用函數,但不是每幀都遍歷一次字典,不然太耗性能
--可以設置為0.1,一般延遲調用時間也不會太短
function TimeSystem:Update(timeInterval)
self.tempTime = self.tempTime + UnityEngine.Time.deltaTime;
if self.tempTime < timeInterval then
return
else
self.tempTime = 0
end
--遍歷字典,更新剩余時間,時間到了就執行函數
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執行一次輸出,總共執行兩次
TimeSystem.GetInstance():AddTimer(1.5,2,
function()
print("在時間" .. os.time() .."執行了")
end
,self
);