一开始我想不断传递 Delegate

    public class TimerHandler{private float _elapsedTime;public float ElapsedTime{get => _elapsedTime;set{if (value >= Duration){if (CallBack != null) CallBack(Args);}}}private float _duration;public float Duration => _duration;private bool _isLoop;public bool IsLoop => _isLoop;private Delegate _callback;public Delegate CallBack => _callback;private object[] _args;public object[] Args => _args;public TimerHandler(float duration, bool isLoop, Delegate callback, params object[] args){_duration = duration;_isLoop = isLoop;_callback = callback;_args = args;}}

这样是不对了,问了别人,别人说我要定义 delegate 类型

    public class TimerHandler{private float _elapsedTime;public float ElapsedTime{get => _elapsedTime;set{if (value >= Duration){if (CallBack != null) CallBack(Args);}}}private float _duration;public float Duration => _duration;private bool _isLoop;public bool IsLoop => _isLoop;public delegate void CallBackDelegate(params object[] args);public CallBackDelegate Callback;private object[] _args;public object[] Args => _args;public TimerHandler(float duration, bool isLoop, CallBackDelegate callback, params object[] args){_duration = duration;_isLoop = isLoop;Callback = callback;_args = args;}}

其中 if (CallBack != null) CallBack(Args); 中的 CallBack 报错,说是 Cannot resolve symbol ‘CallBack’
但是我明明已经定义了

我在别的地方试验:

        public TimerHandler(float duration, bool isLoop, CallBackDelegate callback, params object[] args){_duration = duration;_isLoop = isLoop;Callback = callback;_args = args;Callback(args);}}

这之中的 Callback(args); 就没有报错,怪

最后写成

Assets/GameMain/Scripts/Utility/ListRemovableInForEach.cs

using System;
using System.Collections;
using System.Collections.Generic;namespace OaksMayFall
{public class RList<T>{private ListRemovableInForEach<T> collection = new ListRemovableInForEach<T>();public IEnumerator GetEnumerator(){return collection;}public void Remove(T t){collection.Remove(t);}public void Add(T t){collection.Add(t);}}public class ListRemovableInForEach<T> : IEnumerator{private List<T> list = new List<T>();public object current = null;public object Current{get { return current; }}private int icout = 0;public bool MoveNext(){if (icout >= list.Count){return false;}else{current = list[icout];icout++;return true;}}public void Reset(){icout = 0;}public void Add(T t){list.Add(t);}public void Remove(T t){if (list.Contains(t)){if (list.IndexOf(t) <= icout){icout--;}list.Remove(t);}}}
}

Assets/GameMain/Scripts/Timer/TimerHandler.cs

namespace OaksMayFall
{public class TimerHandler{private bool _isPasue;public bool IsPasue => _isPasue;private bool _isStop;public bool IsStop => _isStop;private float _elapsedTime;public float ElapsedTime{get => _elapsedTime;set{if (!_isStop && !_isPasue) _elapsedTime = value;if (_elapsedTime >= _duration)Stop();}}private float _duration;public float Duration => _duration;private bool _isLoop;public bool IsLoop => _isLoop;public delegate void CallBackDelegate(params object[] args);private CallBackDelegate _callback;private object[] _args;public static RList<TimerHandler> TimerHandlerList;public TimerHandler(float duration, bool isLoop, CallBackDelegate callback, params object[] args){_isPasue = true;_isStop = false;_duration = duration;_isLoop = isLoop;_callback = callback;_args = args;TimerHandlerList.Add(this);}public void Reset(){_elapsedTime = 0;}public void Start(){_isPasue = false;}public void Pause(){_isPasue = true;}public void Stop(){_callback?.Invoke(_args);if (_isLoop){_elapsedTime -= _duration;}else{_isPasue = true;_isStop = true;TimerHandlerList.Remove(this);}}}
}

Assets/GameMain/Scripts/Timer/TimerComponent.cs

using System;
using System.Collections.Generic;
using System.Timers;
using UnityEngine;
using UnityGameFramework.Runtime;namespace OaksMayFall
{public class TimerComponent : GameFrameworkComponent{private float _timeScale = 1f;public float TimeScale => _timeScale;public TimerHandler CreateTimer(float duration, bool isLoop, TimerHandler.CallBackDelegate callback, params object[] args){return new TimerHandler(duration, isLoop, callback, args);}public TimerHandler CreateTimer(float duration, bool isLoop, TimerHandler.CallBackDelegate callback){return new TimerHandler(duration, isLoop, callback, null);}private void Update(){foreach (TimerHandler timerHandler in TimerHandler.TimerHandlerList){timerHandler.ElapsedTime += Time.deltaTime * _timeScale;}}}
}

运行的时候会报错……提示我使用了空指针
debug 之后是 TimerHandler.TimerHandlerList == null

哦我错了,应该是要 public static RList<TimerHandler> TimerHandlerList = new RList<TimerHandler>();


然后我想用计时器做冷却时间

Assets/GameMain/Scripts/Utility/ThirdPersonLocomotion.cs

     // 攻击相关/// <summary>/// 攻击计时器/// </summary>private bool _isAttacking = false;/// <summary>/// 攻击的冷却时间/// </summary>private float _attackTimeout = 1f;/// <summary>/// 是否能够攻击/// </summary>private bool ShouldAttack{get{if (_userInput.Attack && !_isAttacking){_isAttacking = true;var timer = GameEntry.Timer.CreateTimer(_attackTimeout, false,delegate(object[] args) { _isAttacking = false; });timer.Start();return true;}else{return false;}}}/// <summary>/// 设置动画状态机参数/// </summary>public void SetAnimatorValue(){// 着地_userAnimator.SetBool(_animIDGrounded, _isGrounded);// 跳跃if (_isGrounded)_userAnimator.SetBool(_animIDFreeFall, false);// 自由下落else_userAnimator.SetBool(_animIDFreeFall, true);// 移动_moveAnimBlend = Mathf.SmoothDamp(_moveAnimBlend, _horizontalVelocity.magnitude, ref _moveAnimBlendSmoothVelocity, _moveAnimBlendSmoothTime);_userAnimator.SetFloat(_animIDSpeed, _moveAnimBlend);// 攻击if (ShouldAttack){Attack();}}

结果是只能攻击一次
看上去像是委托没有执行……

debug 发现 TimerComponent 里面只遍历了新创建的计时器一次
在 TimerComponent 的 OnUpdate 中打印

我是从这里抄的迭代器
https://www.cnblogs.com/willingtolove/p/12051649.html#%E6%96%B9%E6%B3%95%E4%B8%89%E9%80%9A%E8%BF%87%E6%B3%9B%E5%9E%8B%E7%B1%BB%E5%AE%9E%E7%8E%B0ienumerator

本来还想再找找有没有别的迭代器的实现方案,现在想想还是自己改把
因为他就是在迭代的时候没有把自己的计数器重置为 0,所以还要我手动重置

Assets/GameMain/Scripts/Timer/TimerComponent.cs

        private void Update(){foreach (TimerHandler timerHandler in TimerHandler.TimerHandlerList){Debug.Log(timerHandler.ElapsedTime);timerHandler.ElapsedTime += Time.deltaTime * _timeScale;}TimerHandler.TimerHandlerList.collection.Reset();}

然后,就感觉,可以直接在迭代器里面改

Assets/GameMain/Scripts/Utility/ListRemovableInForEach.cs

        public bool MoveNext(){if (icout >= list.Count){Reset();return false;}else{current = list[icout];icout++;return true;}}

这样就好了

最终代码

Assets/GameMain/Scripts/Utility/ListRemovableInForEach.cs

using System;
using System.Collections;
using System.Collections.Generic;namespace OaksMayFall
{public class RList<T>{public ListRemovableInForEach<T> collection = new ListRemovableInForEach<T>();public IEnumerator GetEnumerator(){return collection;}public void Remove(T t){collection.Remove(t);}public void Add(T t){collection.Add(t);}}public class ListRemovableInForEach<T> : IEnumerator{public List<T> list = new List<T>();public object current = null;public object Current{get { return current; }}private int icout = 0;public bool MoveNext(){if (icout >= list.Count){Reset();return false;}else{current = list[icout];icout++;return true;}}public void Reset(){icout = 0;}public void Add(T t){list.Add(t);}public void Remove(T t){if (list.Contains(t)){if (list.IndexOf(t) <= icout){icout--;}list.Remove(t);}}}
}

Assets/GameMain/Scripts/Timer/TimerHandler.cs

namespace OaksMayFall
{public class TimerHandler{private bool _isPasue;public bool IsPasue => _isPasue;private bool _isStop;public bool IsStop => _isStop;private float _elapsedTime;public float ElapsedTime{get => _elapsedTime;set{if (!_isStop && !_isPasue) _elapsedTime = value;if (_elapsedTime >= _duration)Stop();}}private float _duration;public float Duration => _duration;private bool _isLoop;public bool IsLoop => _isLoop;public delegate void CallBackDelegate(params object[] args);private CallBackDelegate _callback;private object[] _args;public static RList<TimerHandler> TimerHandlerList = new RList<TimerHandler>();public TimerHandler(float duration, bool isLoop, CallBackDelegate callback, params object[] args){_isPasue = true;_isStop = false;_duration = duration;_isLoop = isLoop;_callback = callback;_args = args;TimerHandlerList.Add(this);}public void Reset(){_elapsedTime = 0;}public void Start(){_isPasue = false;}public void Pause(){_isPasue = true;}public void Stop(){_callback?.Invoke(_args);if (_isLoop){_elapsedTime -= _duration;}else{_isPasue = true;_isStop = true;TimerHandlerList.Remove(this);}}}
}

Assets/GameMain/Scripts/Timer/TimerComponent.cs

using System;
using System.Collections.Generic;
using System.Timers;
using UnityEngine;
using UnityGameFramework.Runtime;namespace OaksMayFall
{public class TimerComponent : GameFrameworkComponent{private float _timeScale = 1f;public float TimeScale => _timeScale;public TimerHandler CreateTimer(float duration, bool isLoop, TimerHandler.CallBackDelegate callback, params object[] args){return new TimerHandler(duration, isLoop, callback, args);}public TimerHandler CreateTimer(float duration, bool isLoop, TimerHandler.CallBackDelegate callback){return new TimerHandler(duration, isLoop, callback, null);}private void Update(){foreach (TimerHandler timerHandler in TimerHandler.TimerHandlerList){Debug.Log(timerHandler.ElapsedTime);timerHandler.ElapsedTime += Time.deltaTime * _timeScale;}}}
}

应用

原来我还需要在运动逻辑里面做计时,现在不用了,现在是统一交到一个地方,还方便统一控制时间缩放
截个图感受一下,如果在一堆代码中删掉计时的部分,看上去会更清爽

现在没有计时相关了

但是其实是把计时器放到了属性里面
不可能完全去掉,但是放到属性这里更好找了

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