/// <summary> /// 每小时(的第几分第几秒), 有些需求要求每个小时的0分0秒, 这种需求不多 /// </summary> public static TaskInfo AddTaskHourly(int min, int sec, Action callback) { TaskInfo task = m_TaskPool.Alloc(); task.SetInfo(TaskType.Hourly, callback, 0, 0, 0, 0, 0, min, sec); task.AddToNextLoop(); return(task); }
public void Init(int sceneId, int aoiId, int resId, int entityType, Action <LuaTable> onBodycreated) { AoiId = aoiId; SceneId = sceneId; ResId = resId; EntityType = entityType; OnBodyCreate = onBodycreated; StatusTable = m_StatusTablePool.Alloc() as LuaTable; CompTable = m_CompTablePool.Alloc() as LuaTable; TransTable = m_TransTablePool.Alloc() as LuaTable; }
public T Get <T>(long aoiId) where T : EntityComp { EntityComp protoData = null; Type protoType = typeof(T); RecyclePool <EntityComp> pool = null; if (poolMap.TryGetValue(protoType, out pool)) { protoData = pool.Alloc(); Dictionary <long, EntityComp> comps = null; if (compListMap.TryGetValue(typeof(T), out comps)) { comps.Add(aoiId, protoData); } } return((T)protoData); }