游易光年的Unity3D测试题,不明白哪里错了
题目:游戏中会出现很多计时器,比如建筑建造时间,商店刷新计时,限时活动等,用文字和伪代码结合的形式写出怎么管理这些计时器,答案尽量解耦和易读,并需要考虑以下两点:
a.计时器倒计时的UI显示
b.到时间后需要执行的逻辑
我的代码:
遵循三层架构,倒计时是临时使用也不需要事件,难道是商业项目中的实现完全不同?
public class TestUIPanel : SingletonMonoGlobal<TestUIPanel>
{
//时间显示的组件
public Text timeText;
public void SetTime(int second)
{
timeText.text = second.ToString();
}
}
// 控制层
public class BuildMgr
{
//注册事件
void StartBuild(int buildTime)
{
//开启定时器
TimeMgr.Instance.StartCountDown(buildTime,
seconds => TestUIPanel.Instance.SetTime(seconds),
FinishBuild);
}
//完成建造
void FinishBuild() { }
}
// 具体数据处理 --数据层
public class TimeMgr : SingletonMonoGlobal<TimeMgr>
{
public event Action<int> onTimeChange;
public void StartCountDown(int seconds, Action<int> onTimeChange, Action onCountDownFinish)
{
StartCoroutine(StartCountDownAsync(seconds, onTimeChange, onCountDownFinish));
}
IEnumerator StartCountDownAsync(int seconds, Action<int> onTimeChange, Action onCountDownFinish)
{
while (seconds > 0)
{
yield return new WaitForSeconds(1f);
seconds--;
onTimeChange?.Invoke(seconds);
}
onCountDownFinish?.Invoke();
}
}
用ai生成了一下破案了,要将timer对象化并且使用对象池,没做过这种业务确实很难想到
// Timer.cs
public class Timer
{
public float Duration { get; private set; }
private float elapsedTime;
private bool isRunning;
public event Action OnTimerCompleted;
public Timer(float duration, Action onTimerCompleted = null)
{
Duration = duration;
OnTimerCompleted = onTimerCompleted;
}
public void Start() { isRunning = true; elapsedTime = 0f; }
public void Stop() { isRunning = false; }
public void Update(float deltaTime)
{
if (!isRunning) return;
elapsedTime += deltaTime;
if (elapsedTime >= Duration)
{
isRunning = false;
OnTimerCompleted?.Invoke();
}
}
public float GetTimeRemaining() => Duration - elapsedTime;
}
// TimerManager.cs
public class TimerManager : MonoBehaviour
{
private List<Timer> timers = new List<Timer>();
public Timer CreateTimer(float duration, Action onTimerCompleted)
{
var timer = new Timer(duration, onTimerCompleted);
timers.Add(timer);
timer.Start();
return timer;
}
private void Update()
{
float deltaTime = Time.deltaTime;
for (int i = timers.Count - 1; i >= 0; i--)
{
timers[i].Update(deltaTime);
if (!timers[i].IsRunning) timers.RemoveAt(i);
}
}
}
// UI更新示例
public class TimerUI : MonoBehaviour
{
[SerializeField] private Text timerText;
private Timer timer;
private void Start()
{
timer = TimerManager.Instance.CreateTimer(60f, OnTimerComplete);
InvokeRepeating(nameof(UpdateUI), 0f, 1f);
}
private void UpdateUI()
{
if (timer != null)
timerText.text = timer.GetTimeRemaining().ToString("F1");
}
private void OnTimerComplete()
{
timerText.text = "Complete!";
}
}
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