首页 > 解决方案 > unity显示最佳时间

问题描述

我是 Unity 的初学者,正在寻求帮助。我制作了一个简单的游戏,您可以在其中尝试尽可能快地完成几个关卡。我有一个计时器脚本,我想用它来将最佳时间保存在主菜单的表格中。我已经用 playerprefs 查看了一些解决方案,但我仍然有点迷茫,如果有人能指导我完成这个,我将非常感激。

定时器脚本:

public class Timercontroller : MonoBehaviour

{

public Text timeCounter;

public TimeSpan timePlaying;
public bool timerGoing;
public float elapsedTime;


public void Awake()
{
    DontDestroyOnLoad(this.gameObject);
}


void Start()
{
    timeCounter.text = "Time: 00:00.00";
    timerGoing = false;
    BeginTimer();
    
}

public void BeginTimer()
{
    timerGoing = true;
    elapsedTime = 0f;
    StartCoroutine(UpdateTimer());

}

public void EndTimer()
{
    timerGoing = false;

}

public IEnumerator UpdateTimer()
{
    while (timerGoing)
    {
        elapsedTime += Time.deltaTime;
        timePlaying = TimeSpan.FromSeconds(elapsedTime);
        string timePlayingString = "Time: " + timePlaying.ToString("mm':'ss'.'ff");
        timeCounter.text = timePlayingString;

        yield return null;

    }

}

void Update()
{
    int currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
         if (currentSceneIndex == 5) {
        EndTimer();
             }
 
}

}

标签: c#unity3dtimer

解决方案


您只是在寻找有关保存计时器的建议吗?因此,假设您的代码是正确的并且您只是想保存/加载时间,我会执行以下操作:

List<float> bestTimes = new List<float>();
int totalScores = 5; // the total times you want to save


/// <summary>
///  Call this in Awake to load in your data.
///  It checks to see if you have any saved times and adds them to the list if you do.
/// </summary>
public void LoadTimes() {
    for (int i = 0; i < totalScores; i++) {
        string key = "time" + i;
        if (PlayerPrefs.HasKey(key)) {
            bestTimes.Add(PlayerPrefs.GetFloat(key));
        }
    }
}

/// <summary>
/// Call this from your EndTimer method. 
/// This will check and see if the time just created is a "best time".
/// </summary>
public void CheckTime(float time) {
    // if there are not enough scores in the list, go ahead and add it
    if (bestTimes.Count < totalScores) {
        bestTimes.Add(time);

        // make sure the times are in order from highest to lowest
        bestTimes.Sort((a, b) => b.CompareTo(a));
        SaveTimes();
    } else {

        for (int i = 0; i < bestTimes.Count; i++) {
            // if the time is smaller, insert it
            if (time < bestTimes[i]) {
                bestTimes.Insert(i, time);

                // remove the last item in the list
                bestTimes.RemoveAt(bestTimes.Count - 1);
                SaveTimes();
                break;
            }
        }
    }
}

/// <summary>
/// This is called from CheckTime().
/// It saves the times to PlayerPrefs.
/// </summary>
public void SaveTimes() {
    for (int i = 0; i < bestTimes.Count; i++) {
        string key = "time" + i;
        PlayerPrefs.SetFloat(key, bestTimes[i]);
    }
}

我还没有机会对此进行测试,但它似乎对我有用。

要更新高分列表上的文本,假设它们都是文本对象,我将创建一个新脚本,将其添加到每个 Text 对象,并将以下内容添加到代码中:

private void Awake(){
    int index = transform.SetSiblingIndex();
    Text theText = GetComponent<Text>().text;
    if (PlayerPrefs.HasKey(index)) {
        theText = PlayerPrefs.GetFloat(index).ToString();
    }else{
        theText = "0";
    }
}

我没有格式化上面的文本,但这是一个小的调整。


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