Unity协程封装

 
 
//功能:延迟指定时间后调用回调方法,可用于解决部分时序问题。
 
 
using UnityEngine;
using System.Collections;
using System;

public class CoroutineUtil : MonoBehaviour {

    private static CoroutineUtil instance;
    public static CoroutineUtil Instance {get{return instance;}}

    void Awake()
    {
        instance = this;
    }


    IEnumerator ICoroutine(float time = 0, bool ignoreTimeScale = false, Action callBack = null)
    {
        if (time == 0)
        {
            yield return null;
        }
        else if (time > 0)
        {
            if (ignoreTimeScale)
            {
                float start = Time.realtimeSinceStartup;
                while (Time.realtimeSinceStartup < start + time)
                {
                    yield return null;
                }
            }
            else
                yield return new WaitForSeconds(time);
        }

        if (callBack != null)
        {
            callBack();
        }
    }

    /// <summary>
    /// 等待指定时间后,执行回调方法
    /// </summary>
    /// <param name="time">等待时间 秒,0为1帧</param>
    /// <param name="ignoreTimeScale">是否忽略TimeScale影响</param>
    /// <param name="callBack">回调方法</param>
    /// <param name="objects">回调参数</param>
    /// <returns></returns>
    public Coroutine WaitTime(float time = 0, bool ignoreTimeScale = false, Action callBack = null)
    {
        return StartCoroutine(ICoroutine(time, ignoreTimeScale, callBack));
    }



    /// <summary>
    /// 等待指定时间后,执行回调方法
    /// </summary>
    /// <param name="time">等待时间 秒,0为1帧</param>
    /// <param name="ignoreTimeScale">是否忽略TimeScale影响</param>
    /// <param name="callBack">回调方法</param>
    /// <param name="objects">回调参数</param>
    /// <returns></returns>
	public Coroutine WaitTime(float time = 0, bool ignoreTimeScale = false, Action<object[]> callBack = null, params object[] objects)
    {
        return StartCoroutine(ICoroutine(time, ignoreTimeScale, callBack, objects));
    }

    /// <summary>
    /// 倒计时或正计时 每隔指定时间回调一次
    /// </summary>
    /// <param name="startTime">开始时间</param>
    /// <param name="endTime">结束时间</param>
    /// <param name="perTime">回调间隔</param>
    /// <param name="ignoreTimeScale">是否忽略TimeScale影响</param>
    /// <param name="callBack">回调方法</param>
    /// <returns></returns>
    public Coroutine WaitPerSecond(float startTime = 10, float endTime = 0, float perTime = 1, bool ignoreTimeScale = false, Action<float> callBack = null)
    {
        return StartCoroutine(ICoroutine(startTime, endTime, perTime, ignoreTimeScale, callBack));
    }

    /// <summary>
    /// 等待FixedUpdate时间后执行回调
    /// </summary>
    /// <param name="time">等待时间 秒,0为1帧</param>
    /// <param name="callBack">回调方法</param>
    /// <param name="objects">回调参数</param>
    /// <returns></returns>
    public Coroutine WaitFixedUpdate(float time = 0, Action<object[]> callBack = null, params object[] objects)
    {
        return StartCoroutine(ICoroutine(time, callBack, objects));
    }

    /// <summary>
    /// 主动停止指定协程
    /// </summary>
    /// <param name="coroutine"></param>
    public void Stop(Coroutine coroutine)
    {
        if (coroutine != null)
        {
            StopCoroutine(coroutine);
        }
    }

    IEnumerator ICoroutine( float time = 0, bool ignoreTimeScale = false, Action<object[]> callBack = null, params object[] objects)
    {
        if (time == 0)
        {
            yield return null;
        }
        else if (time > 0)
        {
            if (ignoreTimeScale)
            {
                float start = Time.realtimeSinceStartup;
                while (Time.realtimeSinceStartup < start + time)
                {
                    yield return null;
                }
            }
            else
                yield return new WaitForSeconds(time);
        }

        if (callBack != null)
        {
            callBack(objects);
        }
    }


    IEnumerator ICoroutine(float beginTime = 10, float endTime = 0, float perTime = 1, bool ignoreTimeScale = false, Action<float> callBack = null)
    {
        if (beginTime > endTime)
        {
            while (beginTime > endTime)
            {
                if (ignoreTimeScale)
                {
                    float start = Time.realtimeSinceStartup;
                    while (Time.realtimeSinceStartup < start + perTime)
                    {
                        yield return null;
                    }
                }
                else
                    yield return new WaitForSeconds(perTime);
                beginTime -= perTime;
                if (callBack != null)
                {
                    callBack(beginTime);
                }
            }
        }
        else if (beginTime < endTime)
        {
            while (beginTime < endTime)
            {
                if (ignoreTimeScale)
                {
                    float start = Time.realtimeSinceStartup;
                    while (Time.realtimeSinceStartup < start + perTime)
                    {
                        yield return null;
                    }
                }
                else
                    yield return new WaitForSeconds(perTime);
                beginTime += perTime;
                if (callBack != null)
                {
                    callBack(beginTime);
                }
            }
        }

    }

    IEnumerator ICoroutine(float waitTime, Action<object[]> callBack = null, params object[] objects)
    {
        if (waitTime == 0)
        {
            yield return new WaitForFixedUpdate();
        }
        else if(waitTime > 0)
        {
            float time = 0;
            while (time < waitTime)
            {
                yield return new WaitForFixedUpdate();
                time += Time.fixedDeltaTime;
            }
        }

        if (callBack != null)
        {
            callBack(objects);
        }
    }
}

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转载自blog.csdn.net/wanddoudou/article/details/78506928