明天实现的内容:
计时器类
计时器类,预计是个游戏都用得上。咱们将专门实现一个计时器类,马上就会在实现按钮长按判断和双击判断中用上。
过后,设置计时器的duration,执行Go办法,计时器状态将在elapsedTime >= duration时从RUN变为FINISHED,计时器代码如下:

using System.Collections;using System.Collections.Generic;using UnityEngine;public class MyTimer{    // 计时器的状态    public enum TIMER_STATE    {        IDLE,        RUN,        FINISHED    }    // 以后计时器的状态    public TIMER_STATE state;    // duration秒之后计时器进行执行    public float duration = 1.0f;    // 计时器执行的工夫    public float elapsedTime;    // 计时器更新办法    public void Tick(float _deltaTimer)    {        switch (state)        {            case TIMER_STATE.IDLE:                break;            case TIMER_STATE.RUN:                elapsedTime += _deltaTimer;                if (elapsedTime >= duration)                    state = TIMER_STATE.FINISHED;                break;            case TIMER_STATE.FINISHED:                break;            default:                break;        }    }    // 计时器开始执行    public void Go()    {        elapsedTime = 0;        state = TIMER_STATE.RUN;    }}

应用计时器类实现按键双击判断
给MyButton类新增信号IsExtending,当刚刚松开按键时,咱们会开启计时器,在计时器执行期间,IsExtending会被设置为true。那么双击的逻辑就很分明了,只有在IsExtending为true时按下了按键,就判断为双击。

上面的代码展现了增加了计时器用于设置Extending的MyButton类。要实现双击的代码还没有写出,能够在MyButton类中增加一个新的信号,或者在须要双击判断的中央查看以后isExtending和isPressing是否都为true。

using System.Collections;using System.Collections.Generic;using UnityEngine;// 自制按钮类public class MyButton{    public float extendingDuration = 0.2f; //按钮的双击/连击断定时长    public bool isPressing = false; //正在按压    public bool onPressed = false; //刚刚按下    public bool onRelease = false; //刚刚被开释    public bool isExtending = false; //开释按键后的一段时间内    private bool currentState = false; //以后状态    private bool lastState = false; //上一帧的状态    private MyTimer extendingTimer = new MyTimer(); //Extending计时器    // 更新MyButton    public void Tick(bool _input)    {        onPressed = false; //OnPressd只有一种状况下是true 所以每次都先设置为false        onRelease = false; //与OnPressed同理        currentState = _input; //按键的以后状态永远和对应物理按键的状态统一        isPressing = currentState; //是否被按下 按下就是true        if (currentState != lastState) //判断是否刚刚按下按键或刚刚松开按键        {            if (currentState == true)                onPressed = true;            else            {                onRelease = true;                StartTimer(extendingTimer, extendingDuration);            }        }        lastState = currentState; //完结时将上一帧状态更新为以后帧状态        isExtending = (extendingTimer.state == MyTimer.TIMER_STATE.RUN) ? true : false; //设置extending    }    private void StartTimer(MyTimer _timer, float _extDuration)    {        _timer.duration = _extDuration;        _timer.Go();    }}