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Unity自制延时调用定时器

封装一个延时调用定时器类

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;

public class WaitTimeManager  
{
	private static TaskBehavIoUr m_Task;
	static WaitTimeManager()
	{
		GameObject go = new GameObject("#WaitTimeManager#");
		GameObject.DontDestroyOnLoad(go);
		m_Task = go.AddComponent<TaskBehavIoUr> ();
	}

	//等待
	static public Coroutine WaitTime(float time,UnityAction callback)
	{
		return m_Task.StartCoroutine(Coroutine(time,callback));
	}
	
	//取消等待
	static public void CancelWait(ref Coroutine coroutine)
	{
		if (coroutine != null) {
			m_Task.StopCoroutine(coroutine);
			coroutine = null;
		}
	}

	static IEnumerator Coroutine(float time, UnityAction callback) {
		yield return new WaitForSeconds (time);
		if (callback != null) {
			callback();
		}
	}
	
	//内部类
	class TaskBehavIoUr : MonoBehavIoUr { }
}

测试

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Script_04_15 : MonoBehavIoUr {

	void Start () {
		//开启定时器
		Coroutine coroutine = WaitTimeManager.WaitTime(5f, delegate {
			Debug.LogFormat("等待5秒后回调");
		});

		//等待过程中取消它
		//WaitTimeManager.CancelWait (ref coroutine);
	}
}

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