示例#1
0
 // 强制时间恢复正常
 public void NormalGameTimeScale()
 {
     m_Steps.Clear();
     Time.timeScale = 1;
     m_isPause      = false;
     EventMachine.SendEvent(EventID.Event_Time_ScaleChange);
 }
示例#2
0
        // 如果时间为0的话,代表当前时间更改没有时间限制,直到强制时间恢复正常
        public void StepGameWithTime(float clock, float timescale)
        {
            counter++;
            timescale      = Mathf.Max(timescale, 0.01f);
            Time.timeScale = timescale;

            EventMachine.SendEvent(EventID.Event_Time_ScaleChange);
            m_Steps.Add(counter, new Step(counter, clock, timescale));
        }
示例#3
0
        // 如果帧数为0的话,代表当前更改没有帧数限制,直到强制时间恢复正常
        public void StepGameWithFrames(uint frames, float timescale)
        {
            counter++;
            timescale      = Mathf.Max(timescale, 0);
            Time.timeScale = timescale;

            EventMachine.SendEvent(EventID.Event_Time_ScaleChange);
            m_Steps.Add(counter, new Step(counter, frames, timescale));
        }
示例#4
0
 // 移除时间限制
 public void RemoveStepGame(uint id)
 {
     if (m_Steps.ContainsKey(id))
     {
         m_Steps.Remove(id);
     }
     if (m_Steps.Count == 0 && !m_isPause)
     {
         Time.timeScale = 1;
         EventMachine.SendEvent(EventID.Event_Time_ScaleChange);
     }
     else if (m_Steps.Count > 0 && !m_isPause)
     {
         int    num    = m_Steps.Count;
         uint[] strKey = new uint[num];
         m_Steps.Keys.CopyTo(strKey, 0);
         Time.timeScale = m_Steps[strKey[num - 1]].m_timescale;
         EventMachine.SendEvent(EventID.Event_Time_ScaleChange);
     }
 }
示例#5
0
 public static void SetNull()
 {
     instance = null;
 }