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var Tu1 : Texture2D;
var Time1 : float = 0;
function FixedUpdate () {
Time1 += Time.deltaTime;
}
function OnGUI () {
GUI.Label(Rect(250,170,161,62),getTime(Time1));
GUIUtility.RotateAroundPivot (6*Time1, Vector2(103, 200));
GUI.DrawTexture(Rect(100,100,6,100),Tu1);//秒针
GUIUtility.RotateAroundPivot (-6*Time1, Vector2(103, 200));
GUIUtility.RotateAroundPivot (0.1*Time1, Vector2(103, 200));
GUI.DrawTexture(Rect(100,120,6,80),Tu1);//分针
GUIUtility.RotateAroundPivot (-0.1*Time1, Vector2(103, 200));
GUIUtility.RotateAroundPivot (0.1/60*Time1, Vector2(103, 200));
GUI.DrawTexture(Rect(100,140,6,60),Tu1);//时针
GUIUtility.RotateAroundPivot (-0.1/60*Time1, Vector2(103, 200));
}
function getTime(time : float) : String{
if(time<0){
return "00:00:00";
}
var lastTime : String = "";
var hour = Mathf.FloorToInt(time/3600%24);
if(hour/10 >=1){
lastTime+="" + hour;
}else{
lastTime +="0" + hour;
}
var minute = Mathf.FloorToInt(time/60%60);
if(minute/10 >=1){
lastTime+=":" + minute;
}else{
lastTime +=":0" + minute;
}
var second = Mathf.FloorToInt(time%60);
if(second/10 >=1){
lastTime+=":" + second;
}else{
lastTime +=":0" + second;
}å
return lastTime;
}
转自unity3d8.com |
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