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Unity-UGUI定时器(二)

2019-11-08 20:09:25
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using UnityEngine;using System.Collections;using UnityEngine.UI;public class Timer : MonoBehaviour {    PRivate float allTime =0;    bool isPauseTime = false;    bool isStartTime = false;    public Text timerText;    private int hour;    private int minute;    private int second;    private float timeDelta;    void Start()    {        ShowTimerStr(allTime);    }    void Update()    {        if (!isPauseTime&&isStartTime)        {            allTime = Time.time-timeDelta;            ShowTimerStr(allTime);         }    }    //开始计时    public void StartTimer()    {        timeDelta = Time.time;        isStartTime = true;        ContinueTimer();        }    //暂停计时    public void PauseTimer()    {        isPauseTime = true;        Time.timeScale = 0;    }    //继续计时    public void ContinueTimer()    {        if(isStartTime)        {            isPauseTime = false;            Time.timeScale = 1;        }    }    //获取小时    string GetHour(float time)    {        hour = (int)(time / 3600);        string timerStr;        if (hour < 10)            timerStr = "0" + hour.ToString()+":";        else            timerStr = hour.ToString() + ":";        return timerStr;    }    //获取分钟    string GetMinute(float time)    {        minute = (int)(time-hour*3600)/60;        string timerStr;        if (minute<10)            timerStr = "0" + minute.ToString() + ":";        else            timerStr = minute.ToString() + ":";        return timerStr;      }    //获取秒    string GetSceond(float time)    {        second = (int)time-hour*3600-minute*60;        string timerStr;        if (second < 10)            timerStr = "0" + second.ToString() ;        else            timerStr = second.ToString() ;        return timerStr;      }    //显示计时字符串    void ShowTimerStr(float time)    {        timerText.text = GetHour(time) + GetMinute(time) + GetSceond(time);    }}
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