当前位置: 首页 > news >正文

深圳律师网站建设建五金方面的网站

深圳律师网站建设,建五金方面的网站,网站名称和备案公司名称不一样,网站域名需要申请灵感来自下面这本书的协程部分,因此我就自己尝试写了一个 我的新书Unity3D游戏开发(第3版) | 雨松MOMO程序研究院 如果你不知道什么是协程:unity保姆级教程之协同程序_unity协同-CSDN博客 一句话概括:协程就是单线程的异步操作,其作用于Unity的主线程 1…

        灵感来自下面这本书的协程部分,因此我就自己尝试写了一个

       我的新书Unity3D游戏开发(第3版) | 雨松MOMO程序研究院

   如果你不知道什么是协程:unity保姆级教程之协同程序_unity协同-CSDN博客 

    一句话概括:协程就是单线程的异步操作,其作用于Unity的主线程

1.我写了如下几个功能(只展示无参数):

基础校验

    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;}

1.等待受缩放时间影响后的秒数

  public void WaitTime(float waitTime, Action callback){if (CheckTime(waitTime)){StartCoroutine(WaitTimeHandle(waitTime, () => callback?.Invoke()));}}

2.等待不受缩放时间影响后的秒数

    public void WaitRealTime(float waitTime, Action callback){if (CheckTime(waitTime)){StartCoroutine(WaitRealTimeHandle(waitTime, () => callback?.Invoke()));}}

2.按固定时间间隔循环执行

 public void LoopTime(float spacing, int overNumber, Action callback){if (CheckTime(spacing) && CheckCount(overNumber)){StartCoroutine(LoopTimeHandle(spacing, overNumber, () => callback?.Invoke()));}}

3.等待固定帧执行一次

    public void WaitFrame(int frameCount, Action callback){if (CheckCount(frameCount)){StartCoroutine(WaitFrameHandle(frameCount, () => callback?.Invoke()));}}

4.进度反馈

    public void WaitTimeWithProgress(float waitTime, Action<float> progressCallback, Action completeCallback){if (CheckTime(waitTime)){StartCoroutine(ProgressTimer(waitTime, progressCallback, completeCallback));}}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();}

5.等待当前帧渲染结束执行回调(本帧执行)

    public void WaitForEndOfFrame(Action callback){StartCoroutine(WaitForEndOfFrameHandle(callback));}private IEnumerator WaitForEndOfFrameHandle(Action callback){yield return new WaitForEndOfFrame();callback?.Invoke();}

2.总览

      回调函数我写了无参 一参 两参的版本 可以自行添加参数

using System;
using System.Collections;
using UnityEngine;public class TimeManager : MonoBehaviour
{private static TimeManager instance;public static TimeManager Instance => instance;private void Awake(){if (instance == null){instance = this;}}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;}#region 等待固定时间秒/// <summary>/// 等待固定时间以后执行回调/// </summary>/// <param name="waitTime">等待时间(秒)</param>/// <param name="callback">回调函数</param>public void WaitTime(float waitTime, Action callback){if (CheckTime(waitTime)){StartCoroutine(WaitTimeHandle(waitTime, () => callback?.Invoke()));}}public void WaitTime<T>(float waitTime, T param, Action<T> callback){if (CheckTime(waitTime)){StartCoroutine(WaitTimeHandle(waitTime, () => callback?.Invoke(param)));}}public void WaitTime<T, K>(float waitTime, T param1, K param2, Action<T, K> callback){if (CheckTime(waitTime)){StartCoroutine(WaitTimeHandle(waitTime, () => callback?.Invoke(param1, param2)));}}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)/// <summary>/// 等待固定时间以后执行回调(不受Time.timeScale影响)/// </summary>/// <param name="waitTime">等待时间(秒)</param>/// <param name="callback">回调函数</param>public void WaitRealTime(float waitTime, Action callback){if (CheckTime(waitTime)){StartCoroutine(WaitRealTimeHandle(waitTime, () => callback?.Invoke()));}}public void WaitRealTime<T>(float waitTime, T param, Action<T> callback){if (CheckTime(waitTime)){StartCoroutine(WaitRealTimeHandle(waitTime, () => callback?.Invoke(param)));}}public void WaitRealTime<T, K>(float waitTime, T param1, K param2, Action<T, K> callback){if (CheckTime(waitTime)){StartCoroutine(WaitRealTimeHandle(waitTime, () => callback?.Invoke(param1, param2)));}}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public void LoopTime(float spacing, int overNumber, Action callback){if (CheckTime(spacing) && CheckCount(overNumber)){StartCoroutine(LoopTimeHandle(spacing, overNumber, () => callback?.Invoke()));}}public void LoopTime<T>(float spacing, int overNumber, T param, Action<T> callback){if (CheckTime(spacing) && CheckCount(overNumber)){StartCoroutine(LoopTimeHandle(spacing, overNumber, () => callback?.Invoke(param)));}}public void LoopTime<T, K>(float spacing, int overNumber, T param1, K param2, Action<T, K> callback){if (CheckTime(spacing) && CheckCount(overNumber)){StartCoroutine(LoopTimeHandle(spacing, overNumber, () => callback?.Invoke(param1, param2)));}}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public void WaitFrame(int frameCount, Action callback){if (CheckCount(frameCount)){StartCoroutine(WaitFrameHandle(frameCount, () => callback?.Invoke()));}}public void WaitFrame<T>(int frameCount, T param, Action<T> callback){if (CheckCount(frameCount)){StartCoroutine(WaitFrameHandle(frameCount, () => callback?.Invoke(param)));}}public void WaitFrame<T, K>(int frameCount, T param1, K param2, Action<T, K> callback){if (CheckCount(frameCount)){StartCoroutine(WaitFrameHandle(frameCount, () => callback?.Invoke(param1, param2)));}}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public void WaitTimeWithProgress(float waitTime, Action<float> progressCallback, Action completeCallback){if (CheckTime(waitTime)){StartCoroutine(ProgressTimer(waitTime, progressCallback, completeCallback));}}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();}public void WaitTimeWithProgress<T>(float waitTime, T param, Action<float, T> progressCallback, Action<T> completeCallback){if (CheckTime(waitTime)){StartCoroutine(ProgressTimer(waitTime, param, progressCallback, completeCallback));}}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);}public void WaitTimeWithProgress<T, K>(float waitTime, T param1, K param2, Action<float, T, K> progressCallback, Action<T, K> completeCallback){if (CheckTime(waitTime)){StartCoroutine(ProgressTimer(waitTime, param1, param2, progressCallback, completeCallback));}}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public void WaitForEndOfFrame(Action callback){StartCoroutine(WaitForEndOfFrameHandle(callback));}private IEnumerator WaitForEndOfFrameHandle(Action callback){yield return new WaitForEndOfFrame();callback?.Invoke();}public void WaitForEndOfFrame<T>(T param, Action<T> callback){StartCoroutine(WaitForEndOfFrameHandle(param, callback));}private IEnumerator WaitForEndOfFrameHandle<T>(T param, Action<T> callback){yield return new WaitForEndOfFrame();callback?.Invoke(param);}public void WaitForEndOfFrame<T, K>(T param1, K param2, Action<T, K> callback){StartCoroutine(WaitForEndOfFrameHandle(param1, param2, callback));}private IEnumerator WaitForEndOfFrameHandle<T, K>(T param1, K param2, Action<T, K> callback){yield return new WaitForEndOfFrame();callback?.Invoke(param1, param2);}#endregionpublic void Stop(IEnumerator func){StopCoroutine(func);}public void StopAll(){StopAllCoroutines();}public TimeChainContext StartChain(){return new TimeChainContext(this);}
}

3.Ai给出了如下拓展思路       

        优先级高

        链式调用扩展

        物理时间步长同步

         优先级中

        调试可视化工具

        网络同步时钟

        优先级低

      自动化测试框架集成

      使用Mono管理类去管理该脚本从而摆脱Mono的控制

        我目前的需求没有这么复杂,当作一个简单的计时器使用

        其是依赖于Unity的这一点可以用await和async来替代,但是可能涉及到了多线程,我这块学了但是用的不多还需加强

http://www.dtcms.com/a/510477.html

相关文章:

  • 郑州知名网站建设服务公司江苏省建设工程网站
  • 众筹网站开发价格2022年中国电商行业分析报告
  • 极速网站建设服务商域名空间费一年多少钱
  • 做京东商城网站商城网站的psd模板免费下载
  • dw做的网站后台是什么云南定制化网站建设
  • 做网站需要什么基础重庆微网站制作
  • 德阳网站制作公司外贸平台补贴政策
  • 临海市建设局官网站网站建设销售技巧话术
  • 电子商务网站的建设pptwordpress 支付宝收钱
  • 免费app网站下载大全嘉兴定制型网站建设
  • 西部数码网站管理助手 卸载网站建设工作总结6
  • 开发手机应用网站公众号制作模板网站
  • 徐州手机网站建设制作wordpress onclick
  • 网站上线验收网页建设的公司
  • 进入微信官方网站下载电子商务公司网站建立
  • 搞好姓氏源流网站建设logo在线设计生成器小程序
  • 网站设计教程及在线模拟器注册了域名之后怎么做网站
  • 网页设计与网站建设过程十大倒闭的互联网公司
  • 网站管理员怎么做板块建设软件工程师工作
  • 上海云建站模板建工之家
  • 潮州市建设工程交易中心网站wordpress怎么改成中文版
  • 网站建设主要问题及建议兴义城乡建设部网站
  • 郫县做网站上海做网站优化
  • 网站四站合一学而思网校官网
  • 我有云服务器如何建站免费的网站建设
  • 福建建设信息网站wordpress首页调用
  • 武进区城乡建设局网站php网站开发百度云
  • 刷单类网站开发张家港网站关键词优化
  • 沭阳各乡镇做网站中山手机网站制作哪家好
  • 做企业网站的费用挂什么科目wordpress 支持mkv播放