public NeatlyTimerImplement InitClock(NeatlyBehaviour bh, Action <float> action, float intervalClock, bool once)
 {
     Init(bh, action);
     m_IntervalClock = intervalClock;
     m_TimerMode     = TimerMode.Clock;
     m_Once          = once;
     return(this);
 }
 public NeatlyTimerImplement InitFrame(NeatlyBehaviour bh, Action <float> action, float intervalFrame, bool once)
 {
     Init(bh, action);
     m_IntervalFrame = intervalFrame;
     m_TimerMode     = TimerMode.Frame;
     m_Once          = once;
     return(this);
 }
 public void Init(NeatlyBehaviour bh, Action <float> action)
 {
     m_NeatlyBehaviour = bh;
     if (m_NeatlyBehaviour == null)
     {
         Debugger.LogError("严重错误初始化空...");
     }
     m_Function = action;
     m_SaveMode = SaveMode.Behaviour;
 }
 public static NeatlyTimerImplement CheckReapeat(NeatlyBehaviour behaviour, Action <float> action)
 {
     for (int i = 0; i < m_Instance.timers.Count; i++)
     {
         if (m_Instance.timers[i].behaviour == behaviour && m_Instance.timers[i].function == action)
         {
             return(m_Instance.timers[i]);
         }
     }
     return(null);
 }
 public void Clear()
 {
     m_NeatlyBehaviour = null;
     m_GameObject      = null;
     m_Function        = null;
     IsDestroy         = false;
     m_IntervalFrame   = 0;
     m_DeltaFrame      = 0;
     m_IntervalClock   = 0;
     m_DeltaTime       = 0;
 }
Example #6
0
 public static bool CheckReapeat(NeatlyBehaviour behaviour, Action <float> action)
 {
     for (int i = 0; i < m_Instance.timers.Count; i++)
     {
         if (m_Instance.timers[i].behaviour == behaviour && m_Instance.timers[i].function == action)
         {
             return(true);
         }
     }
     return(false);
 }
        public static void Remove(NeatlyBehaviour behaviour)
        {
            var list = m_Instance.timers;

            for (int i = 0; i < list.Count; i++)
            {
                var t = list[i];
                if (t.behaviour == behaviour)
                {
                    t.SetDestroy();
                }
            }
        }
        public static void Remove(NeatlyBehaviour behaviour, Action <float> action)
        {
            var list = m_Instance.timers;

            for (int i = 0; i < list.Count; i++)
            {
                var t = list[i];
                if (t.behaviour == behaviour && t.function == action)
                {
                    t.SetDestroy();
                }
            }
        }
        public static void AddClock(NeatlyBehaviour behaviour, Action <float> action, float intervalClock = 1, bool once = false)
        {
            var timerImp = m_Instance.timerPool.Create();

            m_Instance.timers.Add(timerImp.InitClock(behaviour, action, intervalClock, once));
        }
Example #10
0
 public static void AddFrame(NeatlyBehaviour behaviour, Action <float> action, float intervalFrame = 1, bool once = false)
 {
     m_Instance.timers.Add(m_Instance.timerPool.Create().InitFrame(behaviour, action, intervalFrame, once));
 }
Example #11
0
 public void Init(NeatlyBehaviour bh, Action <float> action)
 {
     m_NeatlyBehaviour = bh;
     m_Function        = action;
     m_SaveMode        = SaveMode.Behaviour;
 }