iOS动画暂停和继续
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参考技术A 执行动画过程中暂停和继续上次动画的状态继续执行动画,需要用到layer.speed 和 layer.timeOffset, layer.beginTime.基本做法就是记录暂停时的动画时间,然后继续动画时将开始时间设置为上次暂停的时间。下面是个旋转动画的暂停和继续。
unity游戏的开始和暂停 计时器
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 实现控制 游戏的暂停和继续功能
/// 对于动画暂停可以 mMoveTween.timeScale = timeScale
/// </summary>
public class Timer : MonoBehaviour
public event Action TimerUpdate;
public MyTime MyTime1;
public MyTime MyTime2;
// Start is called before the first frame update
void Start()
int count = 1;
MyTime myTime1 = new MyTime(() => print(1); count++; , 5f, -1, false);
TimerUpdate += myTime1.Update;
myTime1.Start();
MyTime1 =myTime1;
//int count2 = 1;
//MyTime myTime2 = new MyTime(() => print(2); count2--; , 5, 4, false);
//TimerUpdate += myTime2.Update;
//myTime2.Start();
//MyTime2 = myTime2;
// Update is called once per frame
void Update()
TimerUpdate();
if (Input.GetKeyDown(KeyCode.W))
MyTime1.Stop(); //MyTime2.Stop();
if (Input.GetKeyDown(KeyCode.S))
MyTime1.Continue();// MyTime2.Continue();
public class MyTime
private Action _fun;//需要执行的函数
private float _duration;//时间间隔
private float _time;//存储时间间隔 注意最小间隔
private int _loop;//循环次数
private bool _unscaled;//是否时间缩放
public MyTime(Action fun,float duration,int loop,bool unscaled)
_fun = fun;
_duration = _time = duration;
_loop = loop;
_unscaled = unscaled;
public void Reset(Action fun, float duration, int loop, bool unscaled)
_fun = fun;
_duration = _time = duration;
_loop = loop;
_unscaled = unscaled;
_isEnding = false;
_running = true;
private bool _isEnding = false;//是否结束
private bool _running = false;//是否运行
public void Start()
_running = true;
public void End()
_isEnding = true;
_running = false;
public void Stop()
if (!_isEnding)
_running = false;
public void Continue()
if (!_isEnding)
_running = true;
public void Update()
if (!_running) return;
float delta = _unscaled ? Time.unscaledDeltaTime : Time.deltaTime;
_time -= delta;
if (_time <= 0)
if (_loop > 0)
_loop--;
_time += _duration;
if (_loop == 0)
End();
else if (_loop < 0)
_time += _duration;
_fun();
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