转载自:http.dsqiu.iteye.com
插件的详解在链接里已经说的很清楚了,这里主要说下我改了一些代码让timer支持时间戳。以及增加了暂停和继续的方法。
先说说支持时间戳的部分:
外部接口加了个参数,用于判断是否需要用时间戳:
// time + callback + [timer handle]
public static void In(float delay, Callback callback, Handle timerHandle = null, bool isConvertDate = false)
{ Schedule(delay, callback, null, null, timerHandle, 1, -1.0f, isConvertDate); }
获取剩余的时间,用于暂停和继续
/// <summary>
/// 读取本地存储时间戳,获取剩余的时间
/// </summary>
/// <param name="key"></param>
/// <returns></returns>
public static float ContinueStartForConvertDateTime(string key)
{
if (PlayerPrefs.GetString("key") == null)
return -1;
if (PlayerPrefs.GetString(key) != "" && Int64.Parse(PlayerPrefs.GetString(key)) != 0)
{
float time = (Int64.Parse(PlayerPrefs.GetString(key)) - CommonFuntion.ConvertDateTimeForMillise(DateTime.Now)) * 0.001f;
UnityEngine.Debug.Log("----------------"+ time);
if (time < 0)
time = 0;
return time;
}
else
return -1;
}
Schedule添加定时器方法中isConvertDate如果是true,定时器用的就是时间戳,同时存储在本地数据中
if(isConvertDate)
{
pauseTime = 0;
long start = CommonFuntion.ConvertDateTimeForMillise(DateTime.Now);
long end = CommonFuntion.ConvertDateTimeForMillise(DateTime.Now.AddMilliseconds(time * 1000));
m_NewEvent.StartTimeDateTime = start;
m_NewEvent.DueTimeDateTime= end;
PlayerPrefs.SetString(dataKey, end.ToString());
UnityEngine.Debug.Log(CommonFuntion.ConvertDateTime(DateTime.Now) + "---------------"+start + "------------"+ end + "----------"+(end- start)*0.001f+"-----"+time);
}
else
{
m_NewEvent.StartTime = Time.time;
m_NewEvent.DueTime = Time.time + time;
}
m_NewEvent.Iterations = iterations;
m_NewEvent.Interval = interval;
Update中增加判断时间戳定时器完成条件:
long start = CommonFuntion.ConvertDateTimeForMillise(DateTime.Now);
// execute all due events
if ((Time.time >= vp_Timer.m_Active[m_EventIterator].DueTime && vp_Timer.m_Active[m_EventIterator].DueTime != 0) || // time is up
vp_Timer.m_Active[m_EventIterator].Id == 0 || (start >= vp_Timer.m_Active[m_EventIterator].DueTimeDateTime && vp_Timer.m_Active[m_EventIterator].DueTimeDateTime != 0))// event has been canceled ('Execute' will kill it)
vp_Timer.m_Active[m_EventIterator].Execute();
DueTime数据处理的地方也要添加DueTimeDateTime相应的处理:
private void Recycle()
{
Id = 0;
DueTime = 0.0f;
//重置时间戳
if(DueTimeDateTime > 0 && pauseTime <= 0)
PlayerPrefs.SetString(dataKey, "");
DueTimeDateTime = 0;
StartTime = 0.0f;
Function = null;
ArgFunction = null;
Arguments = null;
if (vp_Timer.m_Active.Remove(this))
m_Pool.Add(this);
#if (UNITY_EDITOR && DEBUG)
EditorRefresh();
#endif
}
public void Execute()
{
// if either 'Id' or 'DueTime' is zero, this timer has been
// canceled: recycle it!
if (Id == 0 || (DueTime == 0.0f && DueTimeDateTime == 0))
{
Recycle();
return;
}
// attempt to execute the callback function
if (Function != null)
Function();
else if (ArgFunction != null)
ArgFunction(Arguments);
else
{
// function was null: nothing to do so abort
Error("Aborted event because function is null.");
Recycle();
return;
}
// count down to recycling
if (Iterations > 0)
{
Iterations--;
// usually a timer has one default iteration and will
// enter the below scope to get recycled right away ...
if (Iterations < 1)
{
Recycle();
return;
}
}
// ... but if we end up here the timer either has atleast one
// iteration left, or user set iterations to zero for infinite
// repetition. either way: update due time with the interval
DueTime = Time.time + Interval;
DueTimeDateTime = CommonFuntion.ConvertDateTimeForMillise(DateTime.Now.AddMilliseconds(Interval * 1000));
}
在SchedulingDemo场景中进行测试
SchedulingDemo脚本中我的测试代码:
void Start()
{
float time = vp_Timer.ContinueStartForConvertDateTime(vp_Timer.dataKey);
PlayerPrefs.SetString(vp_Timer.dataKey, "");
if (time >= 0)
{
StartCoroutine(Test(time));
}
}
IEnumerator Test(float time)
{
yield return new WaitForEndOfFrame();
callback = SmackCube;
vp_Timer.In(time, callback, 5, 0.5f, null, true);
}
...
...
if (DoButton("----10秒后执行----5 iterations of a method, with 0.5 sec intervals"))
{
callback = SmackCube;
vp_Timer.In(10f, SmackCube, 5, 0.5f, null, true);
}
...
...
运行后
![~GSDIM9XE0NNQ8U1]W5S111.png](http://upload-images.jianshu.io/upload_images/1239783-9b5515db781b1675.png?imageMogr2/auto-orient/strip%7CimageView2/2/w/1240)
关闭后重新运行,实现重新进游戏继续计时。
可以看出时间戳数据我用的都是精确到毫秒的,因为在Update中有获取数据,如果只是精确到秒的话,一下就被判定是完成了。
timer没有封装暂停和继续的方法,但是事件的数据都有封装在Event里,所以加个暂停和继续自然是no problem。。。于是马上动手给他加了一个暂停和继续的方法,我的思路是暂停的时候把活跃的Event列表和剩余时间存起来,继续的时候再用对应的剩余时间去激活,单个事件可以通过MethodName来暂停和继续:
vp_Timer中新增的暂停接口:
public static void PauseAll(string methodName = "")
{
if (methodName != "")
{
Event e = m_Active.Find((eventItem) => eventItem.MethodName == methodName);
if (e == null)
return;
e.Paused = true;
eventPauseList.Add(e);
//暂停后剩余时间
float residueTime = e.isConvertDate ? ((e.DueTimeDateTime - CommonFuntion.ConvertDateTimeForMillise(DateTime.Now)) * 0.001f) : (e.DueTime - e.StartTime) - e.LifeTime;
UnityEngine.Debug.Log(e.MethodName + "-------Pause-------residueTime : " + residueTime);
pauseTimeList.Add(residueTime);
DestroyAll(methodName);
}
else
{
PauseDataSave();
DestroyAll();
}
}
private static void PauseDataSave()
{
for (int t = 0; t < m_Active.Count; t++)
{
if (m_Active[t].Paused)
continue;
m_Active[t].Paused = true;
eventPauseList.Add(m_Active[t]);
//暂停后剩余时间
float residueTime = m_Active[t].isConvertDate ? ((m_Active[t].DueTimeDateTime - CommonFuntion.ConvertDateTimeForMillise(DateTime.Now)) * 0.001f) : (m_Active[t].DueTime - m_Active[t].StartTime) - m_Active[t].LifeTime;
UnityEngine.Debug.Log(eventPauseList[t].MethodName + "-------PauseAll-------residueTime : " + residueTime);
pauseTimeList.Add(residueTime);
}
}
public static void ContiuePlayAll()
{
for (int t = 0; t < eventPauseList.Count; t++)
{
eventPauseList[t].Paused = false;
Schedule(pauseTimeList[t], eventPauseList[t].Function, eventPauseList[t].ArgFunction, eventPauseList[t].Arguments, null, eventPauseList[t].Iterations, eventPauseList[t].Interval, eventPauseList[t].isConvertDate);
UnityEngine.Debug.Log(eventPauseList[t].MethodName + "-------ContiuePlayAll-------pauseTimeList[t] : " + pauseTimeList[t]);
}
eventPauseList.Clear();
pauseTimeList.Clear();
}
SchedulingDemo脚本中我的测试代码:
if (GUI.Button(new Rect(Screen.width * 0.85f, Screen.width * 0.2f + Screen.width * 0.05f, Screen.width * 0.04f * 3, Screen.width * 0.04f), "Pause"))
{
if (callback != null)
vp_Timer.PauseAll(callback.Method.Name);
}
if (GUI.Button(new Rect(Screen.width * 0.85f, Screen.width * 0.25f + Screen.width * 0.05f, Screen.width * 0.04f * 3, Screen.width * 0.04f), "PauseAll"))
{
vp_Timer.PauseAll();
}
if (GUI.Button(new Rect(Screen.width * 0.85f, Screen.width * 0.3f + Screen.width * 0.05f, Screen.width * 0.04f * 3, Screen.width * 0.04f), "PlayAll"))
{
vp_Timer.ContiuePlayAll();
}
测试结果:
对时间戳定时的因为我有存本地数据,所以暂停和继续只有在运行中有生效。
如果要实现某一个事件在延时几秒后调几次,间隔多少时间这种比较复杂的流程只要1句简短的代码就能搞定,想想是不是还有点小激动呢。
if (DoButton("----10秒后执行----5 次调用, 间隔 0.5 秒"))
{
callback = SmackCube;
vp_Timer.In(10f, SmackCube, 5, 0.5f, null, true);
}
这个插件还有做用字符串来标记delegate
今天的内容就到这啦,研究完是不是觉得VisionTimer还蛮给力的呢。