コード例 #1
0
 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})");
 }
コード例 #2
0
ファイル: Scheduler.cs プロジェクト: shunfy/unity-jsb
 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();
     }
 }