/// <summary> /// Scheduler事务管理器 /// </summary> /// <param name="name"> /// 事务调度管理器名称 </param> /// <param name="delay"> /// 延迟时间(默认0) </param> /// <param name="removeTask"> /// 是否删除已运行的任务 </param> /// <param name="sequence"> /// 是否循环播放管理器中事务(此项为true,当前事务不完成不会进行下一个,若想同步进行可改为false) </param> public Scheduler(string name, long delay, bool removeTask, bool sequence) { this._loop_timer = new LTimer(name, delay); this._removeSequenceTask = removeTask; this._forceWaitSequence = sequence; this._closed = false; _forceWaitSequence = sequence; }
public virtual LTimer SetEquals(LTimer other) { this._delay = MathUtils.Max(other._delay, 0); this._maxNumberOfRepeats = MathUtils.Max(other._maxNumberOfRepeats, -1); this._speedFactor = MathUtils.Max(other._speedFactor, LSystem.MIN_SECONE_SPEED_FIXED); this._repeats = other._repeats; this._active = other._active; this._completed = other._completed; this._currentTick = other._currentTick; this._numberOfTicks = other._numberOfTicks; this._speedFactor = other._speedFactor; return(this); }
public static LTimer GetInstance() { if (_instance == null) { lock (typeof(LTimer)) { if (_instance == null) { _instance = new LTimer("STATIC_TIME", 0); } } } return(_instance); }
public virtual LTimer ToTime() { return(LTimer.At(this)); }
public static void FreeStatic() { _instance = null; }
public TimerProcess(LTimer t) { this.timer = t; this.SetProcessType(GameProcessType.Time); }
public Interval(string name, Duration d) { this._loop_timer = new LTimer(name, d); }
public Interval() { this._loop_timer = new LTimer(0L); }
public Interval(string name, long delay, int loopCount) { this._loop_timer = new LTimer(name, delay, loopCount); }
public Interval(long delay, int loopCount) { this._loop_timer = new LTimer(delay, loopCount); }
public Interval(string name, long delay) { this._loop_timer = new LTimer(name, delay); }
public Interval(Duration d) { this._loop_timer = new LTimer(d); }
public Interval(long delay) { this._loop_timer = new LTimer(delay); }