/// <summary> /// 得到所有定时器 /// </summary> /// <returns>得到的定时器集合</returns> internal TimeAction[] GetAllTimeAction() { int index = 0; TimeAction[] results = new TimeAction[m_TimeActionList.Count]; foreach (var timeAction in m_TimeActionList) { results[index++] = timeAction; } return(results); }
/// <summary> /// 移除定时器 /// </summary> /// <param name="action"></param> internal void RemoveTimeAction(TimeAction action) { m_TimeManager.RemoveTimeAction(action); GameEntry.Pool.UnSpawnClassObject(action); }
/// <summary> /// 注册定时器 /// </summary> /// <param name="action"></param> internal void RegisterTimeAction(TimeAction action) { m_TimeManager.RegisterTimeAction(action); }
/// <summary> /// 移除定时器 /// </summary> /// <param name="action"></param> internal void RemoveTimeAction(TimeAction action) { m_TimeActionList.Remove(action); }
/// <summary> /// 注册定时器 /// </summary> /// <param name="action"></param> internal void RegisterTimeAction(TimeAction action) { m_TimeActionList.AddLast(action); }