[Unity] 封装一个依赖于MonoBehaviour的计时器(上)-CSDN博客
目录
1.加入等待间隔时间"永远'执行方法
2.修改为支持链式调用
实现链式调用
管理"链式"调度顺序
3.测试
即时方法编辑
"永久"方法
链式调用
4.总结
1.加入等待间隔时间"永远'执行方法
我将这个计时器修改为了支持链式调用,不过我还是发现了一个问题,有些地方的计时器要求是这样子的
using UnityEngine;public class RegularTimer : MonoBehaviour
{private float timer = 0f;public float targetTime = 5f;private void Update(){timer += Time.deltaTime;if (timer >= targetTime){// 达到目标时间,执行相应操作Debug.Log("Timer reached!");timer = 0f;}}
}
但是我的协程计时器之中并没有随游戏"无限"进行的间隔计时器
所以添加了一个无限循环执行的函数
#region 无限循环执行/// <summary>/// 按固定时间间隔无限循环执行回调/// </summary>/// <param name="spacing">时间间隔(秒)</param>/// <param name="callback">回调函数</param>public void LoopForever(float spacing, Action callback){if (CheckTime(spacing)){StartCoroutine(LoopForeverHandle(spacing, () => callback?.Invoke()));}}public void LoopForever<T>(float spacing, T param, Action<T> callback){if (CheckTime(spacing)){StartCoroutine(LoopForeverHandle(spacing, () => callback?.Invoke(param)));}}public void LoopForever<T, K>(float spacing, T param1, K param2, Action<T, K> callback){if (CheckTime(spacing)){StartCoroutine(LoopForeverHandle(spacing, () => callback?.Invoke(param1, param2)));}}private IEnumerator LoopForeverHandle(float spacing, Action action){while (true){yield return new WaitForSeconds(spacing);action?.Invoke();}}#endregion
2.修改为支持链式调用
有两个要点:
实现链式调用
先别管怎么去写 看看怎么使用
TimeManager.Instance.BeginChain().WaitTime().WaitRealTime();
如果想要每一次"点"出后面的方法 要求是Instance一致
所以要是方法的返回值是本身不就行了
public TimeManager BeginChain(){enumeratorQ.Clear();//别管这一句return this;}
完美解决问题
管理"链式"调度顺序
因为链式调用是多个且有序的,所以一定要有个容器去存储,我画个图
所以有没有想起什么? 先进先出 队列不就是这样的吗?
en造数据结构与算法 c#语言 数组实现队列很难???看我一击破之!!!-CSDN博客
// 链式调用的队列private Queue<IEnumerator> enumeratorQ = new Queue<IEnumerator>();private bool isChaining; // 是否正在执行队列
然后就是自己解决如何去跑了 ,很简单,有调用就入队,跑起来就出队,全权由该队列管理即可
public TimeManager BeginChain(){enumeratorQ.Clear();return this;}/// <summary>/// 开始执行链式调用/// </summary>private void ExecuteChain(){if (!isChaining && enumeratorQ.Count > 0){StartCoroutine(RunChain());}}/// <summary>/// 出队跑/// </summary>/// <returns></returns>private IEnumerator RunChain(){isChaining = true;while (enumeratorQ.Count > 0){yield return StartCoroutine(enumeratorQ.Dequeue());}isChaining = false;}
public TimeManager WaitTime(float waitTime, Action callback){if (CheckTime(waitTime)){enumeratorQ.Enqueue(WaitTimeHandle(waitTime, () => callback?.Invoke()));ExecuteChain();}return this;}
3.测试
即时方法
"永久"方法
private void Start(){//1秒后执行TimeManager.Instance.LoopForever(1,Callback);}private void Callback() { Debug.Log("我是哈基咩");}
链式调用
using System;
using UnityEngine;public class Test : MonoBehaviour
{private void Start(){// 链式调用测试TimeManager.Instance.BeginChain()// 1秒后执行 Callback.WaitTime(1f, Callback)// 等待120帧后执行 Callback1,并传递字符串参数.WaitFrame<string>(120, "在120帧后执行", Callback1)// 本帧结束时执行 Callback2,传递int和string参数.WaitForEndOfFrame<int, string>(520, "在本帧调的最后执行", Callback2)// 等待5秒,过程中反馈进度(Progress),完成后执行 Callback.WaitTimeWithProgress(5f, Progress, Callback);}private void Callback(){Debug.Log("我是哈基咩");}private void Callback1(string param1){Debug.Log($"帧:{Time.frameCount},我是哈基咩: {param1}");}private void Callback2(int param1, string param2){Debug.Log($"帧:{Time.frameCount},我是哈基咩: {param1} 我是咩咩 {param2}");}private void Progress(float param1){Debug.Log($"我是哈基咩: {param1}");}
}
4.总结
这是一次很好的体验 我从来没写过链式调用的代码 原来是这么一回事
同时也做好了一个计时器以后就不用在每一个需要的地方进行update里面手搓辣
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class TimeManager : MonoBehaviour
{private static TimeManager instance;public static TimeManager Instance => instance;// 链式调用的队列private Queue<IEnumerator> enumeratorQ = new Queue<IEnumerator>();private bool isChaining; // 是否正在执行队列private void Awake(){if (instance == null){instance = this;}}public TimeManager BeginChain(){enumeratorQ.Clear();return this;}/// <summary>/// 开始执行链式调用/// </summary>private void ExecuteChain(){if (!isChaining && enumeratorQ.Count > 0){StartCoroutine(RunChain());}}/// <summary>/// 出队跑/// </summary>/// <returns></returns>private IEnumerator RunChain(){isChaining = true;while (enumeratorQ.Count > 0){yield return StartCoroutine(enumeratorQ.Dequeue());}isChaining = false;}#region 检查合法private bool CheckCount(int count){if (count < 0){Debug.LogError("循环次数不能为负数!");return false;}return true;}private bool CheckTime(float time){if (time < 0){Debug.LogError("等待时间不能为负数!");return false;}return true;}#endregion#region 等待固定时间秒public TimeManager WaitTime(float waitTime, Action callback){if (CheckTime(waitTime)){enumeratorQ.Enqueue(WaitTimeHandle(waitTime, () => callback?.Invoke()));ExecuteChain();}return this;}public TimeManager WaitTime<T>(float waitTime, T param, Action<T> callback){if (CheckTime(waitTime)){enumeratorQ.Enqueue(WaitTimeHandle(waitTime, () => callback?.Invoke(param)));ExecuteChain();}return this;}public TimeManager WaitTime<T, K>(float waitTime, T param1, K param2, Action<T, K> callback){if (CheckTime(waitTime)){enumeratorQ.Enqueue(WaitTimeHandle(waitTime, () => callback?.Invoke(param1, param2)));ExecuteChain();}return this;}private IEnumerator WaitTimeHandle(float waitTime, Action action){yield return new WaitForSeconds(waitTime);action?.Invoke();}#endregion#region 等待固定时间秒(不受缩放影响)public TimeManager WaitRealTime(float waitTime, Action callback){if (CheckTime(waitTime)){enumeratorQ.Enqueue(WaitRealTimeHandle(waitTime, () => callback?.Invoke()));ExecuteChain();}return this;}public TimeManager WaitRealTime<T>(float waitTime, T param, Action<T> callback){if (CheckTime(waitTime)){enumeratorQ.Enqueue(WaitRealTimeHandle(waitTime, () => callback?.Invoke(param)));ExecuteChain();}return this;}public TimeManager WaitRealTime<T, K>(float waitTime, T param1, K param2, Action<T, K> callback){if (CheckTime(waitTime)){enumeratorQ.Enqueue(WaitRealTimeHandle(waitTime, () => callback?.Invoke(param1, param2)));ExecuteChain();}return this;}private IEnumerator WaitRealTimeHandle(float waitTime, Action action){yield return new WaitForSecondsRealtime(waitTime);action?.Invoke();}#endregion#region 按固定时间间隔循环执行/// <summary>/// 按固定时间间隔循环执行/// </summary>/// <param name="spacing"></param>/// <param name="overNumber"></param>/// <param name="callback"></param>/// <returns></returns>public TimeManager LoopTime(float spacing, int overNumber, Action callback){if (CheckTime(spacing) && CheckCount(overNumber)){enumeratorQ.Enqueue(LoopTimeHandle(spacing, overNumber, () => callback?.Invoke()));ExecuteChain();}return this;}public TimeManager LoopTime<T>(float spacing, int overNumber, T param, Action<T> callback){if (CheckTime(spacing) && CheckCount(overNumber)){enumeratorQ.Enqueue(LoopTimeHandle(spacing, overNumber, () => callback?.Invoke(param)));ExecuteChain();}return this;}public TimeManager LoopTime<T, K>(float spacing, int overNumber, T param1, K param2, Action<T, K> callback){if (CheckTime(spacing) && CheckCount(overNumber)){enumeratorQ.Enqueue(LoopTimeHandle(spacing, overNumber, () => callback?.Invoke(param1, param2)));ExecuteChain();}return this;}private IEnumerator LoopTimeHandle(float spacing, int overNumber, Action action){for (int i = 0; i < overNumber; i++){yield return new WaitForSeconds(spacing);action?.Invoke();}}#endregion#region 等待固定帧执行一次/// <summary>/// 等待固定帧执行一次/// </summary>/// <param name="frameCount"></param>/// <param name="callback"></param>/// <returns></returns>public TimeManager WaitFrame(int frameCount, Action callback){if (CheckCount(frameCount)){enumeratorQ.Enqueue(WaitFrameHandle(frameCount, () => callback?.Invoke()));ExecuteChain();}return this;}public TimeManager WaitFrame<T>(int frameCount, T param, Action<T> callback){if (CheckCount(frameCount)){enumeratorQ.Enqueue(WaitFrameHandle(frameCount, () => callback?.Invoke(param)));ExecuteChain();}return this;}public TimeManager WaitFrame<T, K>(int frameCount, T param1, K param2, Action<T, K> callback){if (CheckCount(frameCount)){enumeratorQ.Enqueue(WaitFrameHandle(frameCount, () => callback?.Invoke(param1, param2)));ExecuteChain();}return this;}private IEnumerator WaitFrameHandle(int frameCount, Action action){for (int i = 0; i < frameCount; i++){yield return null;}action?.Invoke();}#endregion#region 进度反馈/// <summary>/// 进度反馈/// </summary>/// <param name="waitTime"></param>/// <param name="progressCallback"></param>/// <param name="completeCallback"></param>/// <returns></returns>public TimeManager WaitTimeWithProgress(float waitTime, Action<float> progressCallback, Action completeCallback){if (CheckTime(waitTime)){enumeratorQ.Enqueue(ProgressTimer(waitTime, progressCallback, completeCallback));ExecuteChain();}return this;}public TimeManager WaitTimeWithProgress<T>(float waitTime, T param, Action<float, T> progressCallback, Action<T> completeCallback){if (CheckTime(waitTime)){enumeratorQ.Enqueue(ProgressTimer(waitTime, param, progressCallback, completeCallback));ExecuteChain();}return this;}public TimeManager WaitTimeWithProgress<T, K>(float waitTime, T param1, K param2, Action<float, T, K> progressCallback, Action<T, K> completeCallback){if (CheckTime(waitTime)){enumeratorQ.Enqueue(ProgressTimer(waitTime, param1, param2, progressCallback, completeCallback));ExecuteChain();}return this;}private IEnumerator ProgressTimer(float duration, Action<float> progress, Action complete){float startTime = Time.time;while (Time.time - startTime < duration){progress?.Invoke((Time.time - startTime) / duration);yield return null;}complete?.Invoke();}private IEnumerator ProgressTimer<T>(float duration, T param, Action<float, T> progress, Action<T> complete){float startTime = Time.time;while (Time.time - startTime < duration){progress?.Invoke((Time.time - startTime) / duration, param);yield return null;}complete?.Invoke(param);}private IEnumerator ProgressTimer<T, K>(float duration, T param1, K param2, Action<float, T, K> progress, Action<T, K> complete){float startTime = Time.time;while (Time.time - startTime < duration){progress?.Invoke((Time.time - startTime) / duration, param1, param2);yield return null;}complete?.Invoke(param1, param2);}#endregion#region 等待当前帧结束执行回调/// <summary>/// 等待当前帧结束执行回调/// </summary>/// <param name="callback"></param>/// <returns></returns>public TimeManager WaitForEndOfFrame(Action callback){enumeratorQ.Enqueue(WaitForEndOfFrameHandle(callback));ExecuteChain();return this;}public TimeManager WaitForEndOfFrame<T>(T param, Action<T> callback){enumeratorQ.Enqueue(WaitForEndOfFrameHandle(param, callback));ExecuteChain();return this;}public TimeManager WaitForEndOfFrame<T, K>(T param1, K param2, Action<T, K> callback){enumeratorQ.Enqueue(WaitForEndOfFrameHandle(param1, param2, callback));ExecuteChain();return this;}private IEnumerator WaitForEndOfFrameHandle(Action callback){yield return new WaitForEndOfFrame();callback?.Invoke();}private IEnumerator WaitForEndOfFrameHandle<T>(T param, Action<T> callback){yield return new WaitForEndOfFrame();callback?.Invoke(param);}private IEnumerator WaitForEndOfFrameHandle<T, K>(T param1, K param2, Action<T, K> callback){yield return new WaitForEndOfFrame();callback?.Invoke(param1, param2);}#endregion#region 无限循环执行 /// <summary>/// 放在链式的最后!/// </summary>/// <param name="spacing"></param>/// <param name="callback"></param>/// <returns></returns>public TimeManager LoopForever(float spacing, Action callback){if (CheckTime(spacing)){enumeratorQ.Enqueue(LoopForeverHandle(spacing, () => callback?.Invoke()));ExecuteChain();}return this;}public TimeManager LoopForever<T>(float spacing, T param, Action<T> callback){if (CheckTime(spacing)){enumeratorQ.Enqueue(LoopForeverHandle(spacing, () => callback?.Invoke(param)));ExecuteChain();}return this;}public TimeManager LoopForever<T, K>(float spacing, T param1, K param2, Action<T, K> callback){if (CheckTime(spacing)){enumeratorQ.Enqueue(LoopForeverHandle(spacing, () => callback?.Invoke(param1, param2)));ExecuteChain();}return this;}private IEnumerator LoopForeverHandle(float spacing, Action action){while (true){yield return new WaitForSeconds(spacing);action?.Invoke();//如果前期链式调用的时候把它算进去 就会卡死掉if (enumeratorQ.Count > 0)yield break;}}#endregionpublic void Stop(IEnumerator func){StopCoroutine(func);//停止退队的时候要还一个新的回去 不然其仍在队列之中if (enumeratorQ.Contains(func)){var tempQueue = new Queue<IEnumerator>();while (enumeratorQ.Count > 0){IEnumerator item = enumeratorQ.Dequeue();if (item != func){tempQueue.Enqueue(item);}}enumeratorQ = tempQueue;}}public void StopAll(){StopAllCoroutines();enumeratorQ.Clear();isChaining = false;}
}