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. iOS之Xcode自动管理证书、打包adhoc和testFlight测试安装

    引言:Xcode8 之后引用Automatic manage signing .对于开发者而言,在证书上栽的坑肯定不少. 准备:1.开发者账号是必须的吧. 2. Xcode设置account  (不给 ...

  2. nginx配置、域名、前端代码部署

    服务器上部署nginx,部署多个独立的代码,用nginx做域名映射的配置方法: 修改/usr/local/nginx/conf/nginx.conf文件,重点是最后一行,include /data/n ...

  3. 第13届景驰-埃森哲杯广东工业大学ACM程序设计大赛--D-psd面试

    链接:https://www.nowcoder.com/acm/contest/90/D 来源:牛客网 1.题目描述 掌握未来命运的女神 psd 师兄在拿了朝田诗乃的 buff 后决定去实习. 埃森哲 ...

  4. 洛谷P1731 [NOI1999]生日蛋糕(爆搜)

    题目背景 7月17日是Mr.W的生日,ACM-THU为此要制作一个体积为Nπ的M层 生日蛋糕,每层都是一个圆柱体. 设从下往上数第i(1<=i<=M)层蛋糕是半径为Ri, 高度为Hi的圆柱 ...

  5. Docker运行Nginx服务器

    一.获取Docker容器的Nginx镜像 二.创建Docker容器宿主机挂载目录 # 创建挂载目录,-v 显示创建的目录名 [root@idclooknet ~]# mkdir -vp /opt/do ...

  6. lvs初体验

    一.简介 LVS是 Linux Virtual Server 的简称,也就是Linux虚拟服务器.这是一个由章文嵩博士发起的一个开源项目,它的官方网址是http://www.linuxvirtuals ...

  7. 什么是token及怎样生成token

    什么是token Token是服务端生成的一串字符串,以作客户端进行请求的一个令牌,当第一次登录后,服务器生成一个Token便将此Token返回给客户端,以后客户端只需带上这个Token前来请求数据即 ...

  8. ajax提交时 富文本CKEDITOR 获取不到内容

    ckeditor数据向content(页面用以替换的编辑框)的同步 问题: 我们发现,在数据通过ajaxSubmit提交的过程中,并不能将最新的数据进行提交.换句话说,最新的数据无法被jQuery.f ...

  9. ecshop漏洞修复 以及如何加固ecshop网站安全?

    由于8月份的ECSHOP通杀漏洞被国内安全厂商爆出后,众多使用ecshop程序源码的用户大面积的受到了网站被篡改,最明显的就是外贸站点被跳转到一些仿冒的网站上去,导致在谷歌的用户订单量迅速下降,从百度 ...

  10. JOI2017 春季合宿:Railway Trip

    自己的AC做法似乎离正解偏了十万八千里而且复杂了不少--不管怎样还是记录下来吧. 题意: 题目链接: JOISC2017 F - AtCoder JOISC2017 F - LOJ \(N\)个车站排 ...