public override void InitSev() { bTimer = new BTimer(); bTimer.SetLog((str, level) => { switch (level) { case BTimer.LogLevel.Info: Debug.Log(str); break; case BTimer.LogLevel.Log: Debug.Log(str); break; case BTimer.LogLevel.Warning: Debug.LogWarning(str); break; case BTimer.LogLevel.Error: Debug.LogError(str); break; } }); new GameObject("TimerSevMono").AddComponent <TimerSevMono>(); }
public void Init() { bTimer = new BTimer(); bTimer.SetLog((str, level) => { switch (level) { case BTimer.LogLevel.Info: Debug.Log(str); break; case BTimer.LogLevel.Log: Debug.Log(str); break; case BTimer.LogLevel.Warning: Debug.LogWarning(str); break; case BTimer.LogLevel.Error: Debug.LogError(str); break; } }); }
public void Init(int interval, bool dealInMain = true) { this.interval = interval; bTimer = new BTimer(); bTimer.SetLog((str, level) => { switch (level) { case BTimer.LogLevel.Info: Console.WriteLine("Info: " + str); break; case BTimer.LogLevel.Log: Console.WriteLine("Log: " + str); break; case BTimer.LogLevel.Warning: Console.WriteLine("Warning: " + str); break; case BTimer.LogLevel.Error: Console.WriteLine("Error: " + str); break; } }); // 设置主线程处理句柄,如果调用了该方法 // 则必须在主线程循环调用 DealTimeTask() 来在主线程处理计时任务回调 // 如果不调用该方法,则计时任务回调是在多线程中执行 if (dealInMain) { bTimer.SetHandle((cb, id) => { if (cb != null) { lock (obj) { taskPackQue.Enqueue(new TaskPack(id, cb)); } } }); } }
public void SetLog(BTimer.TaskLog log) { bTimer.SetLog(log); }