https://github.com/akbiggs/UnityTimer#unity-timer

Run actions after a delay in Unity3D.

This library has been battle-tested and hardened throughout numerous projects, including the award-winning Pitfall Planet.

Written by Alexander Biggs + Adam Robinson-Yu.

Installation

To get the latest release of UnityTimer, head over to the Releases page and download the Timer.unitypackage file from the latest release. Then if you have a Unity project open, you can open the .unitypackage file to install the scripts into your project.

Alternatively, if you like to live on the bleeding edge, you can clone this repository into your project's Assets folder. However, we do not guarantee this will give you a stable version.

Basic Example

The Unity Timer package provides the following method for creating timers:

/// <summary>
/// Register a new timer that should fire an event after a certain amount of time
/// has elapsed.
/// </summary>
/// <param name="duration">The time to wait before the timer should fire, in seconds.</param>
/// <param name="onComplete">An action to fire when the timer completes.</param>
public static Timer Register(float duration, Action onComplete);

The method is called like this:

// Log "Hello World" after five seconds.

Timer.Register(5f, () => Debug.Log("Hello World"));

Motivation

Out of the box, without this library, there are two main ways of handling timers in Unity:

  1. Use a coroutine with the WaitForSeconds method.
  2. Store the time that your timer started in a private variable (e.g. startTime = Time.time), then check in an Update call if Time.time - startTime >= timerDuration.

The first method is verbose, forcing you to refactor your code to use IEnumerator functions. Furthermore, it necessitates having access to a MonoBehaviour instance to start the coroutine, meaning that solution will not work in non-MonoBehaviour classes. Finally, there is no way to prevent WaitForSeconds from being affected by changes to the time scale.

The second method is error-prone, and hides away the actual game logic that you are trying to express.

This library alleviates both of these concerns, making it easy to add an easy-to-read, expressive timer to any class in your Unity project.

Features

Make a timer repeat by setting isLooped to true.

// Call the player's jump method every two seconds.

Timer.Register(2f, player.Jump, isLooped: true);

Cancel a timer after calling it.

Timer timer;

void Start() {
timer = Timer.Register(2f, () => Debug.Log("You won't see this text if you press X."));
} void Update() {
if (Input.GetKeyDown(KeyCode.X)) {
Timer.Cancel(timer);
}
}

Measure time by realtimeSinceStartup instead of scaled game time by setting useRealTime to true.

// Let's say you pause your game by setting the timescale to 0.
Time.timeScale = 0f; // ...Then set useRealTime so this timer will still fire even though the game time isn't progressing.
Timer.Register(1f, this.HandlePausedGameState, useRealTime: true);

Attach the timer to a MonoBehaviour so that the timer is destroyed when the MonoBehaviour is.

Very often, a timer called from a MonoBehaviour will manipulate that behaviour's state. Thus, it is common practice to cancel the timer in the OnDestroy method of the MonoBehaviour. We've added a convenient extension method that attaches a Timer to a MonoBehaviour such that it will automatically cancel the timer when the MonoBehaviour is detected as null.

public class CoolMonoBehaviour : MonoBehaviour {

   void Start() {
// Use the AttachTimer extension method to create a timer that is destroyed when this
// object is destroyed.
this.AttachTimer(5f, () => { // If this code runs after the object is destroyed, a null reference will be thrown,
// which could corrupt game state.
this.gameObject.transform.position = Vector3.zero;
});
} void Update() {
// This code could destroy the object at any time!
if (Input.GetKeyDown(KeyCode.X)) {
GameObject.Destroy(this.gameObject);
}
}
}

Update a value gradually over time using the onUpdate callback.

// Change a color from white to red over the course of five seconds.
Color color = Color.white;
float transitionDuration = 5f; Timer.Register(transitionDuration,
onUpdate: secondsElapsed => color.r = 255 * (secondsElapsed / transitionDuration),
onComplete: () => Debug.Log("Color is now red"));

A number of other useful features are included!

  • timer.Pause()
  • timer.Resume()
  • timer.GetTimeRemaining()
  • timer.GetRatioComplete()
  • timer.isDone

A test scene + script demoing all the features is included with the package in the Timer/Example folder.

Usage Notes / Caveats

  1. This library does not currently seem to work on the Hololens. We are looking into a solution for this.
  2. All timers are destroyed when changing scenes. This behaviour is typically desired, and it happens because timers are updated by a TimerController that is also destroyed when the scene changes. Note that as a result of this, creating a Timer when the scene is being closed, e.g. in an object's OnDestroy method, will result in a Unity error when the TimerController is spawned..

[GitHub] - Unity Timer的更多相关文章

  1. 搜刮一些开源项目的APP

    iOS完整App资源收集 <iOS完整app资源收集>  <GitHub 上有哪些完整的 iOS-App 源码值得参考?> <GitHub 上有哪些完整的 iOS-App ...

  2. Unity时钟定时器插件——Vision Timer源码分析之一

    因为项目中,UI的所有模块都没有MonBehaviour类(纯粹的C#类),只有像NGUI的基本组件的类是继承MonoBehaviour.因为没有继承MonoBehaviour,这也不能使用Updat ...

  3. UNITY中有Timer

    using UnityEngine; using System.Collections; using System.Timers; public class NewBehaviourScript : ...

  4. Unity时钟定时器插件——Vision Timer源码分析之二

      Unity时钟定时器插件——Vision Timer源码分析之二 By D.S.Qiu 尊重他人的劳动,支持原创,转载请注明出处:http.dsqiu.iteye.com 前面的已经介绍了vp_T ...

  5. Unity Github 项目收集

    http://gad.qq.com/article/detail/24048 重磅推荐: Github 热门 Unity Assets 查询:http://unitylist.com/browse 最 ...

  6. 最棒的Unity Github 项目收集(2016)

    http://1darray.com/blog/2016/03/08/best-unity-github-repositories/ List of best public GitHub reposi ...

  7. 【Unity】制作简易定时器(Timer)

    最近开始学习Unity,也想开始学习写一些简单的博客. 在网上学习了一些关于定时器的写法,在此简单总结一下,方便自己以后用到时查阅. 需求:制作定时器,运行3秒后执行第一次,之后每隔3秒执行一次操作. ...

  8. dynamic bone unity github

    https://github.com/unity3d-jp/unitychan-crs 我发现我总找不到以前的东西.. https://www.cnblogs.com/alps/p/8284577.h ...

  9. github for unity

随机推荐

  1. Windows无法安装到这个磁盘 选中的磁盘具有MBR分区表解决方法

    在安装 win10的时候,会出现这种提示:Windows 无法安装到这个磁盘.选中的磁 盘具有 MBR 分区表.在 EFI 系统上, Windows 只能安装到 GPT 磁盘.出现这种 情况主要是因为 ...

  2. c# 动态编译继承接口

    c#里面的动态编译我就不讲了,主要的都有了.如果不熟悉我推荐博文 https://www.cnblogs.com/maguoyong/articles/5553827.html 标准的动态编译 这里主 ...

  3. Sass 基础(六)

    join() 函数 join()函数是将两个列表连接合并成一个列表. >>join(10px 20px, 30px 40px) (10px 20px 20px 40px) >> ...

  4. JS中常见算法问题

    JS中常见算法问题 1. 阐述JS中的变量提升(声明提前) 答:将所有的变量提升当当前作用域的顶部,赋值留在原地.意味着我们可以在某个变量声明前就使用该变量. 虽然JS会进行变量提升,但并不会执行真正 ...

  5. Java分享笔记:RandomAccessFile流 & 在文件指定位置插入内容

    RandomAccessFile流:随机存取文件流,该类定义了一个记录指针,通过移动指针可以访问文件的任意位置,且对文件既可以读也可以写.使用该类的write方法对文件写入时,实际上是一种覆盖效果,即 ...

  6. MySQL数据表操作(DDL)

    一.创建数据表 语法:create table 表名称(字段 字段类型 [字段属性],字段 字段类型 [字段属性],...) [表选项]; 表选项:数据表的属性,一般包括engine.charset. ...

  7. jquery 节点

    $("ul li:eq(3)")  // 元素的index位置工0开始计数,所以这里的3实际为第4个元素 $("ul").find("li" ...

  8. 21.1 XMLHttpRequest 对象【JavaScript高级程序设计第三版】

    IE5 是第一款引入XHR 对象的浏览器.在IE5 中,XHR 对象是通过MSXML 库中的一个ActiveX对象实现的.因此,在IE 中可能会遇到三种不同版本的XHR 对象,即MSXML2.XMLH ...

  9. Python的jieba模块简介

    现如今,词云技术遍地都是,分词模块除了jieba也有很多,主要介绍一下jieba的基本使用 import jieba import jieba.posseg as psg from os import ...

  10. 《史上最简单的MySQL教程》系列分享专栏

    <史上最简单的MySQL教程>系列分享专栏 <史上最简单的MySQL教程>已整理成PDF文档,点击可直接下载至本地查阅https://www.webfalse.com/read ...