【GFFrameWork】多功能链式计时器

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前言
Unity游戏开发中,我们常用Unity的协程来实现延时,使用频率还是蛮高的,例如:分帧加载,延时加载等,感觉有必要做成一个通用的库,但正好看到网上有人写好了这块,就不重复造轮子了,就收入囊中了,感谢作者!

简要说明
简单上手:在脚本中使用this作为入口,e.g. this.Delayer(1, DoSomething);
自定义:e.g. this.Sequence().Loop(2).Interval(1).Action(DoSomething1).Interval(0.5f).Action(DoSomething2);
无GC:使用了内存池存放序列和节点,在数组容量足够的情况下,运行时无GC(数组自动扩容会产生GC)
自动回收:使用Component或其子类作为ID受控,一旦ID被销毁,计时器会随之自动回收
精准受控:准确停止指定的计时器(请看使用方法的最后)
支持时间缩放:支持deltaTime和unscaledDeltaTime
设计架构
ActionSequenceSystem序列系统
使用了内存池
管理ActionSequence
ActionSequence序列
对Component做了扩展,在脚本中使用this作为入口
对Component实例做了依赖,使其可以随Component实例的销毁自动回收
可自定义,加入不同的ActionNode实现不同的行为链
ActionNode节点
Action:执行函数
Interval: 延时一段时间
SetActive:激活物体/反激活物体
WaitFor:知道条件判断为true才跳下一个节点
使用方法
说明:下面使用方法中的this的类型为Component或其子类(其实this is MonoBehaviour)

延迟开关GAMEOBJECT功能
既然用了Component来做ID,控制gameObject显示隐藏就是举手之劳,何乐而不为

//Start a toggle gameObject active/deactive sequence
tfShowHideExample.Shower(0.5f);
tfShowHideExample.Hider(1.5f);

//Start a infinite loop toggle active gameObject
tfShowHideExample.Sequence().Interval(0.5f).ToggleActive().Loop();

开启单次计时器(延迟)

//Start a once timer
this.Delayer(1, () => Debug.Log(1));
this.Sequence().Interval(1).Action(() => Debug.Log(1));//Same

//Allso use transform as a ID to start a sequence
transform.Delayer(1, () => Debug.Log(1));

开启计次计时器(次数)

//Start a loop timer
this.Looper(0.5f, 3, false, () => Debug.Log(-1));
this.Sequence().Loop(3).Interval(0.5f).Action(() => Debug.Log(-1));//Same

开启无限计时器
相当于计次计时器的缩写,循环次数设置为-1

//Start a infinite loop timer
this.Looper(1, i => Debug.Log("Infiniter" + i));

开启自定义序列

//Start a custom sequence
this.Sequence()
    .Interval(2)
    .Action(() => Debug.Log("Test1"))
    .Interval(3)
    .Action(() => Debug.Log("Test2"))
    .Interval(1)
    .Action(() => Debug.Log("Test3 end"));

//Check Q key per 0.2 seconds
this.Sequence()
    .Loop()
    .Interval(0.2f)
    .WaitFor(() => Input.GetKeyDown(KeyCode.Q))
    .Action(n => Debug.Log("Q键 按下次数" + n));

停止序列

//Stop the sequence with the specified ID
private ActionSequence sequence;
sequence = this.Looper(0.5f, 3, false, () => Debug.Log(-1));
sequence.Stop(this);

//Stop all sequences by this ID
this.StopSequence();

//Allso transform as ID
transform.StopSequence();

可以不用ID直接开序列

//Start a sequence without id.
ActionSequenceSystem.Delayer(5, () => Debug.Log("No id delayer"));
ActionSequenceSystem.Looper(0.2f, 10, false, () => Debug.Log("No id looper"));

//Notes:An instance must be preserved to manually stop an infinite loop sequence.
ActionSequenceHandle infiniteSequenceHandle = new ActionSequenceHandle();
ActionSequenceSystem.Looper(0.2f, -1, false, () => Debug.Log("No id infinite looper")).SetHandle(infiniteSequenceHandle);
infiniteSequenceHandle.StopSequence();

停止序列特殊技巧:ACTIONSEQUENCEHANDLE用法
简单来说就是引用一个计时器,让我们可以随时手动停止它
但ActionSequence自身有停止的方法,为什么还要使用ActionSequenceHandle?
ActionSequenceHandle是为了处理“开启全局计时器时不传入ID,又要控制这个计时器”的情况

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public class ActionSequenceHandleExample : MonoBehaviour
{
    private readonly ActionSequenceHandle infiniteSequenceHandle = new ActionSequenceHandle();
    private ActionSequence sequence;

    private void Start()
    {
        //Notes:An instance must be preserved to manually stop an infinite loop sequence.
        ActionSequenceSystem.Looper(infiniteSequenceHandle, 0.2f, -1, false, () => Debug.Log("No id infinite looper"));
        sequence = this.Looper(0.5f, 3, false, () => Debug.Log("this looper"));
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.B))
        {
            //使用ActionSequenceHandle停止
            infiniteSequenceHandle.StopSequence();
            //使用ActionSequence停止
            sequence.Stop(this);
            this.StopSequence(sequence);//Same as sequence.Stop(this);
        }

        if (Input.GetKeyDown(KeyCode.X))
        {
            transform.Looper(infiniteSequenceHandle, 1, 5, false, i =>
            {
                if (i == 2)
                {
                    infiniteSequenceHandle.StopSequence();
                }
            });
        }
    }
}

在这里插入图片描述

using GF.MonoBehavior.ActionSequenceSystem;
using UnityEngine;

public class ActionSequence : MonoBehaviour
{
    private readonly ActionSequenceHandle infiniteSequenceHandle = new ActionSequenceHandle();
    public Transform ShowHideExample;
    void Start()
    {
        //延时执行
        this.Delayer(1, () => Debug.Log("延时1s执行"));
        transform.Delayer(1, () => Debug.Log("延时1s执行"));
        ActionSequenceSystem.Delayer(5, () => Debug.Log("不依赖物体的延时执行"));
        ActionSequenceSystem.Looper(0.2f, 10, false, () => Debug.Log("不依赖物体的延时执行"));
        //循环执行,设置执行次数
        this.Looper(0.5f, 3, false, () => Debug.Log("循环执行三次,并且延时0.5s执行"));
        //支持延时序列,增加一个运行节点
        this.Sequence().Interval(1).Action(() => Debug.Log("延时序列 ,增加一个运行节点"));
        //循环1s执行一次
        this.Looper(1, i => Debug.Log("循环执行" + i));
        //定时检测按键次数
        this.Sequence()
            .Loop()
            .Interval(1f)  //间隔1秒
            .WaitFor(() => Input.GetKeyDown(KeyCode.Q))
            .Action(n => Debug.Log("Q键 按下次数" + n));

        //延时0.5s隐藏物体
        ShowHideExample.Hider(0.5f);
        //0.5s显示/隐藏物体
        ShowHideExample.Sequence().Interval(0.5f).ToggleActive().Loop();

        //停止所有序列
        ActionSequenceSystem.StopSequenceAll();

        //事件循环
        this.LooperUnscaled(infiniteSequenceHandle, 1f, () => Debug.Log("No id infinite looper"));
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.B))
        {
            infiniteSequenceHandle.StopSequence();
        }

        if (Input.GetKeyDown(KeyCode.X))
        {
            transform.LooperUnscaled(infiniteSequenceHandle, 1, 5, false, i =>
            {
                Debug.Log("transform looper " + i);
                if (i == 2)
                {
                    infiniteSequenceHandle.StopSequence();
                }
            });
        }
    }
}

GFFramework地址
https://github.com/dingxiaowei/GFFrameWork

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转载自blog.csdn.net/s10141303/article/details/87795335