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); } } //開(kāi)始計(jì)時(shí) public void StartTimer() { timeDelta = Time.time; isStartTime = true; ContinueTimer(); } //暫停計(jì)時(shí) public void PauseTimer() { isPauseTime = true; Time.timeScale = 0; } //繼續(xù)計(jì)時(shí) public void ContinueTimer() { if(isStartTime) { isPauseTime = false; Time.timeScale = 1; } } //獲取小時(shí) string GetHour(float time) { hour = (int)(time / 3600); string timerStr; if (hour < 10) timerStr = "0" + hour.ToString()+":"; else timerStr = hour.ToString() + ":"; return timerStr; } //獲取分鐘 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; } //獲取秒 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; } //顯示計(jì)時(shí)字符串 void ShowTimerStr(float time) { timerText.text = GetHour(time) + GetMinute(time) + GetSceond(time); }}
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