游戏开始以来的实际时间(只读)。
在几乎所有情况下,您都可以并且应该使用 Time.time。realtimeSinceStartup
返回自启动以来的时间,不受 Time.timeScale 的影响。
在播放器暂停期间(在后台),realtimeSinceStartup
仍会不断增加。
当您需要通过将 Time.timeScale 设置为 0 来暂停游戏,但仍希望能够以某种方式测量时间时,
realtimeSinceStartup
非常有用。
注意,realtimeSinceStartup
返回系统计时器报告的时间。
根据平台和硬件的不同,它可能会在数个连续帧中报告相同的时间。
如果您需要用某个值除以时间差,一定要考虑到这一点
(时间差可能会变为 0!)。
using UnityEngine; using System.Collections;
// An FPS counter. // It calculates frames/second over each updateInterval, // so the display does not keep changing wildly. public class ExampleClass : MonoBehaviour { public float updateInterval = 0.5F; private double lastInterval; private int frames = 0; private float fps; void Start() { lastInterval = Time.realtimeSinceStartup; frames = 0; }
void OnGUI() { GUILayout.Label("" + fps.ToString("f2")); }
void Update() { ++frames; float timeNow = Time.realtimeSinceStartup; if (timeNow > lastInterval + updateInterval) { fps = (float)(frames / (timeNow - lastInterval)); frames = 0; lastInterval = timeNow; } } }
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