public Wheel(int depth, int jiffies, int interval, int slots) { _depth = depth; _index = 0; _jiffies = jiffies; _interval = interval; _timerange = _interval * slots; _slots = new WheelSlot[slots]; for (var i = 0; i < slots; i++) { _slots[i] = new WheelSlot(); } // var united = (float)_timerange / 1000f; // var repr = string.Empty; // if (united < 60) // { // repr = united + "s"; // } // else if (united < 60 * 60) // { // repr = (united / 60) + "m"; // } // else if (united < 60 * 60 * 24) // { // repr = (united / (60 * 60)) + "h"; // } // else // { // repr = (united / (60 * 60 * 24)) + "d"; // } // UnityEngine.Debug.Log($"[init] wheel#{_depth} scale: {_interval} range: {_timerange} ({repr})"); }
public Wheel(int depth, int jiffies, int interval, int slots) { _depth = depth; _index = 0; _jiffies = jiffies; _interval = interval; _timerange = _interval * slots; _slots = new WheelSlot[slots]; for (var i = 0; i < slots; i++) { _slots[i] = new WheelSlot(); } }