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Unity Time.timeScale

测试代码 :

 1 using System.Collections;
 2 using System.Collections.Generic;
 3 using UnityEngine;
 4 using UnityEngine.UI;
 5 
 6 public class ObjectController : MonoBehaviour {
 7 
 8     public GameObject cube;
 9     public GameObject capsule;
10     public GameObject sphere;
11     public Camera mainCamera;
12 
13     private Vector3 cubeBeginCoordinate = new Vector3(-10,3,0);
14     private Vector3 cubeEndCoordinate = new Vector3(10, 3, 0);
15     private Vector3 cubeCurrentCoordinate;
16 
17     private Vector3 capsuleBeginCoordinate = new Vector3(-10, 0, 0);
18     private Vector3 capsuleEndCoordinate = new Vector3(10, 0, 0);
19     private Vector3 capsuleCurrentCoordinate;
20 
21     private Vector3 sphereBeginCoordinate = new Vector3(-10, -3, 0);
22     private Vector3 sphereEndCoordinate = new Vector3(10, -3, 0);
23     private Vector3 sphereCurrentCoordinate;
24 
25     private int timeScaled = 1;
26 
27     private float interpolationForSphere = 0.001f;
28     private float interpolationForCapsule = 0.001f;
29          
30     // Use this for initialization
31     void Start () {
32         cubeCurrentCoordinate = cubeBeginCoordinate;
33         capsuleCurrentCoordinate = capsuleBeginCoordinate;
34         sphereCurrentCoordinate = sphereBeginCoordinate;
35         
36     }
37     
38     // Update is called once per frame
39     void Update () {
40         // 以游戏运行时间作为插值的情况,测试 Time.timeScale 对 Time.time 的影响
41         if (!cube.transform.position.Equals(cubeEndCoordinate)) {
42             cube.transform.position = Vector3.Lerp(cubeCurrentCoordinate, cubeEndCoordinate, Time.time / 100);
43         }
44 
45         // 自定义插值,测试 Time.timeScale 对 Update() 函数的影响
46         sphere.transform.position = Vector3.Lerp(sphereCurrentCoordinate, sphereEndCoordinate, interpolationForSphere);
47         interpolationForSphere += 0.001f;
48         if (sphere.transform.position.Equals(sphereEndCoordinate)) {
49             interpolationForSphere = 0.001f;
50             sphereCurrentCoordinate = sphereBeginCoordinate;
51         }
52     }
53 
54     private void FixedUpdate() {
55         // 自定义插值,测试 Time.timeScale 对 FixedUpdate() 函数的影响
56         capsule.transform.position = Vector3.Lerp(capsuleCurrentCoordinate, capsuleEndCoordinate, interpolationForCapsule);
57         interpolationForCapsule += 0.001f;
58         if (capsule.transform.position.Equals(capsuleEndCoordinate)) {
59             interpolationForCapsule = 0.001f;
60             capsuleCurrentCoordinate = capsuleBeginCoordinate;
61         }
62     }
63 
64     private void OnGUI() {
65         if (GUI.Button(new Rect(10, 40, 130, 20), "Time Scaled Plus")) {
66             timeScaled = (timeScaled + 1) % 100;
67             Time.timeScale = timeScaled;
68         }
69 
70         if (GUI.Button(new Rect(10, 70, 130, 20), "Time Scaled Sub"))  {
71             if (timeScaled == 0) {
72                 timeScaled = 99;
73             } else {
74                 timeScaled = (timeScaled - 1) % 100;
75             }
76             
77             Time.timeScale = timeScaled;
78         }
79 
80         if (GUI.Button(new Rect(10, 100, 130, 20), "Reset Scaled")) {
81             timeScaled = 0;
82             Time.timeScale = timeScaled;
83         }
84         GUI.Button(new Rect(10, 10, 100, 20), timeScaled.ToString());        
85     }
86 }

 

测试截图:

 场景视图中 ,左上角顶部的值是 Time.timeScale 的值

技术分享

 

Unity Time.timeScale