public override void Execute(SceneLogicInfo info, long deltaTime) { if (null == info || info.IsLogicFinished || info.IsLogicPaused) { return; } info.Time += deltaTime; if (info.Time > 1000) { TimeoutLogicInfo data = info.LogicDatas.GetData <TimeoutLogicInfo>(); if (null == data) { data = new TimeoutLogicInfo(); info.LogicDatas.AddData <TimeoutLogicInfo>(data); SceneLogicConfig sc = info.SceneLogicConfig; if (null != sc) { data.m_Timeout = long.Parse(sc.m_Params[0]); } } data.m_CurTime += info.Time; info.Time = 0; //执行逻辑 if (null != data && !data.m_IsTriggered && data.m_CurTime >= data.m_Timeout) { data.m_IsTriggered = true; SceneLogicSendStoryMessage(info, "timeout:" + info.ConfigId, data.m_Timeout); } } }
static public int get_m_IsTriggered(IntPtr l) { try { GameFramework.TimeoutLogicInfo self = (GameFramework.TimeoutLogicInfo)checkSelf(l); pushValue(l, true); pushValue(l, self.m_IsTriggered); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { GameFramework.TimeoutLogicInfo o; o = new GameFramework.TimeoutLogicInfo(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int set_m_IsTriggered(IntPtr l) { try { GameFramework.TimeoutLogicInfo self = (GameFramework.TimeoutLogicInfo)checkSelf(l); System.Boolean v; checkType(l, 2, out v); self.m_IsTriggered = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
public override void Execute(SceneLogicInfo info, long deltaTime) { if (null == info || info.IsLogicFinished || info.IsLogicPaused) return; info.Time += deltaTime; if (info.Time > 1000) { TimeoutLogicInfo data = info.LogicDatas.GetData<TimeoutLogicInfo>(); if (null == data) { data = new TimeoutLogicInfo(); info.LogicDatas.AddData<TimeoutLogicInfo>(data); SceneLogicConfig sc = info.SceneLogicConfig; if (null != sc) { data.m_Timeout = long.Parse(sc.m_Params[0]); } } data.m_CurTime += info.Time; info.Time = 0; //执行逻辑 if (null != data && !data.m_IsTriggered && data.m_CurTime >= data.m_Timeout) { data.m_IsTriggered = true; SceneLogicSendStoryMessage(info, "timeout:" + info.ConfigId, data.m_Timeout); } } }