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; }
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)); }
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)); }
public void Init(NeatlyBehaviour bh, Action <float> action) { m_NeatlyBehaviour = bh; m_Function = action; m_SaveMode = SaveMode.Behaviour; }