public STimeData AddStateVlaue <T>(string key, T value, float time, string group = DEFAULT) { STimeData sd = AddState(key, time, group); sd.ex = value; return(sd); }
public void ResetGroup(string group = DEFAULT) { for (int i = mSTimeData.Count - 1; i >= 0; i--) { STimeData std = mSTimeData[i]; if (std.Group == group || group == "") { mSTimeData.Remove(std); mMapSTimeData.Remove(std.key); if (mCallEvent != null) { mCallEvent(std, STimeType.ST_Reset); } } } }
public List <STimeData> GetStimeDataList(string group = DEFAULT) { if (group == "") { return(mSTimeData); } List <STimeData> stdList = new List <STimeData>(); for (int i = 0; i < mSTimeData.Count; i++) { STimeData std = mSTimeData[i]; if (std.Group == group) { stdList.Add(std); } } return(stdList); }
public override float PlayLogic(float timeDp) { for (int i = mSTimeData.Count - 1; i >= 0; i--) { STimeData std = mSTimeData[i]; std.allTime += timeDp; if ((std.time -= timeDp) <= 0) { if (mCallEvent != null) { mCallEvent(std, STimeType.ST_Normal); } if (std.time < 0) { mSTimeData.Remove(std); mMapSTimeData.Remove(std.key); } } } return(0); }
public STimeData AddState(string key, float time, string group = DEFAULT) { STimeData std = GetStimeData(key); if (std == null) { std = new STimeData(); mSTimeData.Add(std); } else { if (mCallEvent != null) { mCallEvent(std, STimeType.ST_Reset); } } std.key = key; std.time = time; std.Group = group; mMapSTimeData[std.key] = std; return(std); }