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//
// TimerManager.cs
// Created by huailiang.peng on 2016/03/14 03:19:41
//
using System.Collections.Generic;
using UnityEngine;
namespace LuaCore
{
public class TimerManager : Single<TimerManager>
{
//Timer类型
private enum enTimerType
{
Normal,
FrameSync,
};
//Timer List
private List<Timer>[] m_timers;
private int m_timerSequence;
//----------------------------------------------
/// 初始化
//----------------------------------------------
public override void Init()
{
m_timers = new List<Timer>[System.Enum.GetValues(typeof(enTimerType)).Length];
for (int i = 0; i < m_timers.Length; i++)
{
m_timers[i] = new List<Timer>();
}
m_timerSequence = 0;
}
//----------------------------------------------
/// Update
/// @这里只更新Normal类型的Timer
//----------------------------------------------
public void Update()
{
AdvanceTimer((int)(Time.deltaTime * 1000), enTimerType.Normal);
}
//----------------------------------------------
/// UpdateLogic
/// @这里只更新FrameSync类型的Timer
//----------------------------------------------
public void UpdateLogic(int delta)
{
AdvanceTimer(delta, enTimerType.FrameSync);
}
private void AdvanceTimer(int delta, enTimerType timerType)
{
List<Timer> timers = m_timers[(int)timerType];
for (int i = 0; i < timers.Count; )
{
if (timers[i].IsFinished())
{
timers.RemoveAt(i);
continue;
}
timers[i].Update(delta);
i++;
}
}
//----------------------------------------------
/// 添加Timer
/// @time : 计时时间(ms)
/// @loop : 循环次数
/// @onTimeUpHandler : 时间到时的回调函数
/// @return sequence of timer
//----------------------------------------------
public int AddTimer(int time, int loop, Timer.OnTimeUpHandler onTimeUpHandler)
{
return AddTimer(time, loop, onTimeUpHandler, false);
}
//----------------------------------------------
/// 添加Timer
/// @time : 计时时间(ms)
/// @loop : 循环次数
/// @onTimeUpHandler : 时间到时的回调函数
/// @useFrameSync : 是否使用桢同步
/// @return sequence of timer
//----------------------------------------------
public int AddTimer(int time, int loop, Timer.OnTimeUpHandler onTimeUpHandler, bool useFrameSync)
{
m_timerSequence++;
m_timers[(int)(useFrameSync ? enTimerType.FrameSync : enTimerType.Normal)].Add(new Timer(time, loop, onTimeUpHandler, m_timerSequence));
return m_timerSequence;
}
//----------------------------------------------
/// 移除Timer
/// @sequence
//----------------------------------------------
public void RemoveTimer(int sequence)
{
for (int i = 0; i < m_timers.Length; i++)
{
List<Timer> timers = m_timers[i];
for (int j = 0; j < timers.Count; )
{
if (timers[j].IsSequenceMatched(sequence))
{
timers.RemoveAt(j);
return;
}
j++;
}
}
}
//----------------------------------------------
/// 移除Timer
/// @sequence: ref,移除后清空
//----------------------------------------------
public void RemoveTimerSafely(ref int sequence)
{
if (sequence != 0)
{
RemoveTimer(sequence);
sequence = 0;
}
}
//----------------------------------------------
/// 暂停Timer
/// @sequence
//----------------------------------------------
public void PauseTimer(int sequence)
{
Timer timer = GetTimer(sequence);
if (timer != null)
{
timer.Pause();
}
}
//----------------------------------------------
/// 恢复Timer
/// @sequence
//----------------------------------------------
public void ResumeTimer(int sequence)
{
Timer timer = GetTimer(sequence);
if (timer != null)
{
timer.Resume();
}
}
//----------------------------------------------
/// 重置Timer
/// @sequence
//----------------------------------------------
public void ResetTimer(int sequence)
{
Timer timer = GetTimer(sequence);
if (timer != null)
{
timer.Reset();
}
}
//----------------------------------------------
/// 获取Timer的当前时间
/// @sequence
//----------------------------------------------
public int GetTimerCurrent(int sequence)
{
Timer timer = GetTimer(sequence);
if (timer != null)
{
return timer.CurrentTime;
}
return -1;
}
//----------------------------------------------
/// 返回指定sequence的Timer
//----------------------------------------------
private Timer GetTimer(int sequence)
{
for (int i = 0; i < m_timers.Length; i++)
{
List<Timer> timers = m_timers[i];
for (int j = 0; j < timers.Count; j++)
{
if (timers[j].IsSequenceMatched(sequence))
{
return timers[j];
}
}
}
return null;
}
//----------------------------------------------
/// 移除Timer
/// @onTimeUpHandler
//----------------------------------------------
public void RemoveTimer(Timer.OnTimeUpHandler onTimeUpHandler)
{
RemoveTimer(onTimeUpHandler, false);
}
//----------------------------------------------
/// 移除Timer
/// @onTimeUpHandler
/// @useFrameSync
//----------------------------------------------
public void RemoveTimer(Timer.OnTimeUpHandler onTimeUpHandler, bool useFrameSync)
{
List<Timer> timers = m_timers[(int)(useFrameSync ? enTimerType.FrameSync : enTimerType.Normal)];
for (int i = 0; i < timers.Count; )
{
if (timers[i].IsDelegateMatched(onTimeUpHandler))
{
timers.RemoveAt(i);
continue;
}
i++;
}
}
//----------------------------------------------
/// 移除所有Timer
/// @timerType
//----------------------------------------------
public void RemoveAllTimer(bool useFrameSync)
{
m_timers[(int)(useFrameSync ? enTimerType.FrameSync : enTimerType.Normal)].Clear();
}
//----------------------------------------------
/// 移除所有Timer
//----------------------------------------------
public void RemoveAllTimer()
{
for (int i = 0; i < m_timers.Length; i++)
{
m_timers[i].Clear();
}
}
}
}
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