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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using System;
- using XRTool.Util;
- namespace BeinLab.Util
- {
- public delegate void TimerHandler();
- public delegate void TimerArgsHandler(System.Object[] args);
- public class Timer
- {
- public TimerHandler Handler; //无参的委托
- public TimerArgsHandler ArgsHandler; //带参数的委托
- public float Frequency; //时间间隔
- public int Repeats; //重复次数
- public System.Object[] Args;
- public float LastTickTime;
- public event Action OnComplete; //计时器完成一次工作
- public event Action OnDestroy; //计时器被销毁
- public Timer() { }
- /// <summary>
- /// 创建一个时间事件对象
- /// </summary>
- /// <param name="Handler">回调函数</param>
- /// <param name="ArgsHandler">带参数的回调函数</param>
- /// <param name="frequency">时间内执行</param>
- /// <param name="repeats">重复次数</param>
- /// <param name="Args">参数 可以任意的传不定数量,类型的参数</param>
- public Timer(TimerHandler Handler, TimerArgsHandler ArgsHandler, float frequency, int repeats, System.Object[] Args)
- {
- this.Handler = Handler;
- this.ArgsHandler = ArgsHandler;
- this.Frequency = frequency;
- this.Repeats = repeats == 0 ? 1 : repeats;
- this.Args = Args;
- this.LastTickTime = Time.time;
- }
- public void Notify()
- {
- if (Handler != null)
- Handler();
- if (ArgsHandler != null)
- ArgsHandler(Args);
- if (OnComplete != null)
- {
- OnComplete();
- }
- }
- /// <summary>
- /// 清理计时器,初始化参数 同时清理事件
- /// </summary>
- public void CleanUp()
- {
- Handler = null;
- ArgsHandler = null;
- Repeats = 1;
- Frequency = 0;
- if (OnDestroy != null)
- {
- OnDestroy();
- }
- OnDestroy = null;
- OnComplete = null;
- }
- }
- /// <summary>
- /// 计时器
- /// 添加一个计时事件
- /// 删除一个计时事件
- /// 更新计时事件
- /// </summary>
- public class TimerMgr : UnitySingleton<TimerMgr>
- {
- private List<Timer> _Timers;//时间管理器
- protected override void Awake()
- {
- if (_Timers == null)
- {
- _Timers = new List<Timer>();
- }
- base.Awake();
- DontDestroyOnLoad(gameObject);
- }
- /// <summary>
- /// 创建一个简单的计时器
- /// </summary>
- /// <param name="callBack">回调函数</param>
- /// <param name="time">计时器时间</param>
- /// <param name="repeats">回调次数 小于0代表循环 大于0代表repeats次</param>
- public Timer CreateTimer(TimerHandler callBack, float time, int repeats = 1)
- {
- return Create(callBack, null, time, repeats);
- }
- public Timer CreateTimerWithArgs(TimerArgsHandler callBack, float time, int repeats, params System.Object[] args)
- {
- return Create(null, callBack, time, repeats, args);
- }
- private Timer Create(TimerHandler callBack, TimerArgsHandler callBackArgs, float time, int repeats, params System.Object[] args)
- {
- Timer timer = new Timer(callBack, callBackArgs, time, repeats, args);
- _Timers.Add(timer);
- return timer;
- }
- public Timer DestroyTimer(Timer timer)
- {
- if (timer != null)
- {
- _Timers.Remove(timer);
- timer.CleanUp();
- timer = null;
- }
- return timer;
- }
- public void ClearAll()
- {
- if (_Timers != null)
- {
- for (int i = 0; i < _Timers.Count; i++)
- {
- _Timers[i].CleanUp();
- }
- _Timers.Clear();
- }
- }
- /// <summary>
- /// 固定更新检查更新的频率
- /// </summary>
- void Update()
- {
- if (_Timers.Count != 0)
- {
- for (int i = _Timers.Count - 1; i >= 0 && i < _Timers.Count; i--)
- {
- Timer timer = _Timers[i];
- float curTime = Time.time;
- if (timer.Frequency + timer.LastTickTime > curTime)
- {
- continue;
- }
- timer.LastTickTime = curTime;
- if (timer.Repeats-- == 0)
- {//计时完成,可以删除了
- DestroyTimer(timer);
- }
- else
- {//触发计时
- timer.Notify();
- }
- }
- }
- }
- }
- }
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