Lua 搭配Unity实现简单计时器


lua配合Unity实现简单计时器

注意:这里是无法直接运行使用的,需要搭配具体的项目框架,在Unity的Update中每帧调用。
(这里主要只是提供大概代码和思路)

这里使用的UnityEngine.Time.deltaTime,其实就是Unity中的Time.deltaTime

TimeSystem.lua

--class为之前写的面向对象类
TimeSystem = class()

--单例
TimeSystem.Instance = function()
	if (TimeSystem.m_instance == nil) then
		TimeSystem.m_instance = TimeSystem.new();
	end
	return TimeSystem.m_instance
end

function TimeSystem:ctor()
	self.tempTime = 0
	
	--事件池
	self.TimerDict = {}
	self.timerIndex = 1
end


--参数:时间间隔、循环几次、回调函数、回调对象、回调参数
function TimeSystem:AddTimer(delta,loopTimes,callBack,obj,param)
	if callBack==nil then
		return
	end
	
	self.TimerDict[self.timerIndex] = {leftTime = delta,delta = delta,loopTimes = loopTimes,callBack = callBack,obj = obj,param = param,timerIndex = self.timerIndex}
	self.timerIndex = self.timerIndex + 1;
	
	return self.timerIndex - 1
end

function TimeSystem:RemoveTimer(timerIndex)
	if timerIndex==nil then
		return
	end
	self.TimerDict[timerIndex] = nil
end

--让这个函数被Unity的Update每帧调用
--timeInterval:时间间隔
--每帧都调用函数,但不是每帧都遍历一次字典,不然太耗性能
--可以设置为0.1,一般延迟调用时间也不会太短
function TimeSystem:Update(timeInterval)
	
	self.tempTime = self.tempTime + UnityEngine.Time.deltaTime;
	
	if self.tempTime < timeInterval then
		return
	else
		self.tempTime = 0
	end
	
	--遍历字典,更新剩余时间,时间到了就执行函数
	for k,v in pairs(self.TimerDict) do
		v.leftTime = v.leftTime - timeInterval
		
		if v.leftTime <= 0 then
			if v.obj ~= nil then
				if v.callBack then
					v.callBack(v.obj,v.param)
				end
			else
				if v.callBack then
					v.callBack(v.param)
				end
			end

			v.loopTimes = v.loopTimes - 1
			v.leftTime = v.delta
			
			if v.loopTimes <= 0 then
				v.callBack = nil
				self:RemoveTimer(v.timerIndex)
			end
		end
	end
end

function TimeSystem:Clear()
	self.TimerDict = {}
end

Test.lua

--每隔1.5s执行一次输出,总共执行两次
TimeSystem.GetInstance():AddTimer(1.5,2,
	function()
		print("在时间" .. os.time() .."执行了")
	end
,self
);
原文地址:https://www.cnblogs.com/Fflyqaq/p/13336557.html