using System;
using System.Diagnostics;
///
/// 线程安全的时间流逝类
/// 从游戏运行开始计时
///
public static class ThreadSafeElapsedTime
{
private static bool _isStart = false;
private static Stopwatch _stopwatch;
private static long _curRawElapsedTicks;
private static float _curRawElapsedSeconds;
static private double ticks2seconds = 1 / (double) TimeSpan.TicksPerSecond;
//必须在启动后调用
public static void Start()
{
if (!_isStart)
{
_isStart = true;
_stopwatch = new Stopwatch();
_stopwatch.Start();
_curRawElapsedTicks = 0;
_curRawElapsedSeconds = 0;
}
}
public static void Stop()
{
if (_isStart)
{
_isStart = false;
_stopwatch.Stop();
}
}
public static void Update()
{
if (_isStart)
{
_curRawElapsedTicks = _stopwatch.ElapsedTicks;
//_curRawElapsedSeconds = (int)(_curRawElapsedTicks / System.TimeSpan.TicksPerSecond);
_curRawElapsedSeconds = (float)(((double) _curRawElapsedTicks ) * ticks2seconds);
}
}
///
/// 自游戏启动以来的ticks
///
///
public static long GetElapsedTicksSinceStartUp()
{
#if UNITY_EDITOR
Start();
Update();
#endif
return _curRawElapsedTicks;
}
///
/// 自游戏启动以来的seconds
///
///
public static float GetElapsedSecondsSinceStartUp()
{
#if UNITY_EDITOR
Start();
Update();
#endif
return _curRawElapsedSeconds;
}
///
/// 自游戏启动以来的miniseconds
///
///
public static int GetElapsedMiniSecondsSinceStartUp()
{
#if UNITY_EDITOR
Start();
Update();
#endif
return (int)(_curRawElapsedSeconds * 1000);
}
}