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Github - Unity3d-Timers
https://github.com/pointcache/Unity3d-Timers
Unity3d-Timers
Timer class with various behaviors
About: Have a system allowing to easily create and extend complex timer behaviors.
Usage:
//Start simple repeater
Timer.Repeater(5f, () => Debug.Log("Repeater test"));
//Start countdown and call Draw in 2.5 seconds
Timer.Countdown(2.5f, Draw);
Concept: A manager class pools and constructs new timers, timer store up to 4 handlers, and arbitrarely raise events in concrete implementation.
private class CountdownBehavior : TimerBehaviorBase, ITimerBehavior
{
float exitTime;
public void Initialize()
{
exitTime = f1;
}
public void Update(float deltaTime)
{
TimePassed += deltaTime;
TotalTimeActive += deltaTime;
if (TimePassed > exitTime)
{
Completed = true;
c1();
}
}
}
Countdown inherits TimerBehaviorBase and implements ITimerBehavior. On top of that only concrete behavior in implemented that uses data and callbacks provided in constructor:
public static Timer Countdown(float exitTime, Action callback)
{
Timer timer = TimerManager.getTimer();
timer.SetBehavior<CountdownBehavior>();
timer.behaviorBase
.SetFloats(exitTime, 0, 0, 0)
.SetCallbacks(callback, null, null, null);
timer.behavior.Initialize();
return timer;
}
as you can see you can set 4 floats, and 4 callbacks and use them in your implementation of behavior as you like. Examples
For concrete real example look at Ability class, it implements typical game ability, with cooldown.
Github - Unity3d-Timers
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