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Time.timeScale = 0可以暂停游戏,Time.timeScale = 1恢复正常。暂停内容包含动画,特效,UI动画等涉及使用到 -
设置Time.timeScale = 0 将会暂停所有和帧率无关的事情。这些主要是指所有的物理事件和依赖时间的函数、刚体力和速度等,而且FixedUpdate会受到影响,会被暂停(不是Update),即timeScale =0 时将不会调用FixedUpdate函数了。timeScale不会影响Update和LateUpdate的执行速度。因为FixedUpdate是根据时间来的,所以timeScale只会影响FixedUpdate的速度。 -
如果游戏暂停以后想在暂停界面上继续播放一些不受Time.timeScale 影响的动画或者粒子特效之类的,那么我们就需要用到Time.realtimeSinceStartup去单独恢复他们,还有声音部分也需要单独恢复timeScale
如何让游戏中某个游戏对象不受Time.timeScale影响
static IEnumerator Play( Animation animation, string clipName, bool useTimeScale,System.Action onComplete )
{
if(!useTimeScale)
{
AnimationState _currState = animation[clipName];
bool isPlaying = true;
float _startTime = 0F;
float _progressTime = 0F;
float _timeAtLastFrame = 0F;
float _timeAtCurrentFrame = 0F;
float deltaTime = 0F;
animation.Play(clipName);
_timeAtLastFrame = Time.realtimeSinceStartup;
while (isPlaying)
{
_timeAtCurrentFrame = Time.realtimeSinceStartup;
deltaTime = _timeAtCurrentFrame - _timeAtLastFrame;
_timeAtLastFrame = _timeAtCurrentFrame;
_progressTime += deltaTime;
_currState.normalizedTime = _progressTime / _currState.length;
animation.Sample ();
if (_progressTime >= _currState.length)
{
if(_currState.wrapMode != WrapMode.Loop)
{
isPlaying = false;
}
else
{
_progressTime = 0.0f;
}
}
yield return new WaitForEndOfFrame();
}
yield return null;
if(onComplete != null)
{
onComplete();
}
}
else
{
animation.Play(clipName);
}
}
using UnityEngine;
using System.Collections;
public class ParticaleAnimator : MonoBehaviour {
private void Awake()
{
particle = GetComponent<ParticleSystem>();
}
// Use this for initialization
void Start ()
{
lastTime = Time.realtimeSinceStartup;
}
// Update is called once per frame
void Update ()
{
float deltaTime = Time.realtimeSinceStartup - (float)lastTime;
particle.Simulate(deltaTime, true, false); //last must be false!!
lastTime = Time.realtimeSinceStartup;
}
private double lastTime;
private ParticleSystem particle;
}
AudioSource source = gameObject.AddComponent<AudioSource>();
//设置播放声音的速度。 默认速度是1 ,那如果我们加速了,那就应该是 Time.timeScale
source.pitch =IgnoreTimeScale?1:Time.timeScale;
//播放声音
source.Play();
?遍历所有音频对象
public static void TimeScaleChanged()
{
foreach (AudioSource source in soundList.Keys)
{
if(source != null)
{
source.pitch = soundList[source]?1:Time.timeScale;
}
}
}
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