Unity中延迟几秒执行有几种方法,初学者可能会用FixUpdate计数调用。
测试项目可使用Invoke,但因为效率、调用形式等问题一直被唾弃。
除此之外最常见的就是StartCoroutine协程调用,概念不说了自行百度,这里把协程调用封装成一个静态方法方便直接调用。
把常用的方法集成到CommonUtil常用工具类中,添加了partial关键词保持该类持续更新。
如果对静态类不了解的可以参考这里:https://www.jianshu.com/p/17ee1c7f23a5
还是先看如何调用:
using UnityEngine;
public class Test : MonoBehaviour
{
void Start()
{
CommonUtil.Delay(3, Log);
}
void Log()
{
Debug.Log("Test");
}
}
结果:
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代码如下:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 常用工具类
/// </summary>
public static partial class CommonUtil
{
//MonoBehaviour的单例用于调用StartCoroutine
private class CommonUtilBehaviour : MonoBehaviour { }
private static CommonUtilBehaviour commonUtilBehaviour;
//单例生成
private static void Init()
{
if (commonUtilBehaviour == null)
{
GameObject gameObject = new GameObject("CommonUtil");
commonUtilBehaviour = gameObject.AddComponent<CommonUtilBehaviour>();
}
}
/// <summary>
/// 延迟几秒执行
/// </summary>
/// <param name="seconds">秒数</param>
/// <param name="onFinished">回调方法</param>
public static void Delay(float seconds, Action onFinished)
{
Init();
commonUtilBehaviour.StartCoroutine(DelayCoroutine(seconds, onFinished));
}
//延迟几秒回调协程
private static IEnumerator DelayCoroutine(float seconds, Action onFinished)
{
yield return new WaitForSeconds(seconds);
onFinished();
}
}
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