ET框架之自写模块SmartTimerModule

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1.代码结构图

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2.SmartTimer 模块Entity:

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  1 using System;
  2 
  3 namespace ETModel
  4 {
  5     [ObjectSystem]
  6     public class SmartTimerAwakeSystem: AwakeSystem<SmartTimer, float, uint, Action>
  7     {
  8         public override void Awake(SmartTimer self, float a, uint b, Action c)
  9         {
 10             self.Awake(a, b, c);
 11         }
 12     }
 13 
 14     public sealed class SmartTimer: Entity
 15     {
 16         public const uint INFINITE = uint.MaxValue;
 17 
 18         private float m_Interval = 0;
 19         private bool m_InfiniteLoops = false;
 20         private uint m_LoopsCount = 1;
 21         private Action m_Action = null;
 22         private Action m_Delegate = null;
 23         private bool m_bIsPaused = false;
 24         private uint m_CurrentLoopsCount = 0;
 25         private float m_ElapsedTime = 0;
 26         private long m_TickedTime = 0;
 27         private float m_CurrentCycleElapsedTime = 0;
 28 
 29         public void Awake(float interval, uint loopsCount, Action action)
 30         {
 31             if (m_Interval < 0)
 32                 m_Interval = 0;
 33 
 34             m_TickedTime = DateTime.Now.Ticks;
 35             m_Interval = interval;
 36             m_LoopsCount = Math.Max(loopsCount, 1);
 37             m_Delegate = action;
 38         }
 39 
 40         public override void Dispose()
 41         {
 42             if (this.IsDisposed) return;
 43             this.m_Delegate = null;
 44             this.m_Action = null;
 45             base.Dispose();
 46         }
 47 
 48         internal void UpdateActionFromAction()
 49         {
 50             if (m_InfiniteLoops)
 51                 m_LoopsCount = INFINITE;
 52 
 53             if (m_Action != null)
 54                 m_Delegate = delegate { m_Action.Invoke(); };
 55         }
 56 
 57         internal void UpdateTimer()
 58         {
 59             if (m_bIsPaused)
 60                 return;
 61 
 62             if (m_Delegate == null || m_Interval < 0)
 63             {
 64                 m_Interval = 0;
 65                 return;
 66             }
 67 
 68             if (m_CurrentLoopsCount >= m_LoopsCount && m_LoopsCount != INFINITE)
 69             {
 70                 m_ElapsedTime = m_Interval * m_LoopsCount;
 71                 m_CurrentCycleElapsedTime = m_Interval;
 72             }
 73             else
 74             {
 75                 m_ElapsedTime += (DateTime.Now.Ticks - this.m_TickedTime) / 10000000f;
 76                 m_TickedTime = DateTime.Now.Ticks;
 77                 m_CurrentCycleElapsedTime = m_ElapsedTime - m_CurrentLoopsCount * m_Interval;
 78 
 79                 if (m_CurrentCycleElapsedTime > m_Interval)
 80                 {
 81                     m_CurrentCycleElapsedTime -= m_Interval;
 82                     m_CurrentLoopsCount++;
 83                     m_Delegate.Invoke();
 84                 }
 85             }
 86         }
 87 
 88         /// <summary>
 89         /// Get interval
 90         /// </summary>
 91         public float Interval() { return m_Interval; }
 92 
 93         /// <summary>
 94         /// Get total loops count (INFINITE (which is uint.MaxValue) if is constantly looping) 
 95         /// </summary>
 96         public uint LoopsCount() { return m_LoopsCount; }
 97 
 98         /// <summary>
 99         /// Get how many loops were completed
100         /// </summary>
101         public uint CurrentLoopsCount() { return m_CurrentLoopsCount; }
102 
103         /// <summary>
104         /// Get how many loops remained to completion
105         /// </summary>
106         public uint RemainingLoopsCount() { return m_LoopsCount - m_CurrentLoopsCount; }
107 
108         /// <summary>
109         /// Get total duration, (INFINITE if it‘s constantly looping)
110         /// </summary>
111         public float Duration() { return (m_LoopsCount == INFINITE) ? INFINITE : (m_LoopsCount * m_Interval); }
112 
113         /// <summary>
114         /// Get the delegate to execute
115         /// </summary>
116         public Action Delegate() { return m_Delegate; }
117 
118         /// <summary>
119         /// Get total remaining time
120         /// </summary>
121         public float RemainingTime() { return (m_LoopsCount == INFINITE && m_Interval > 0f) ? INFINITE : Math.Max(m_LoopsCount * m_Interval - m_ElapsedTime, 0f); }
122 
123         /// <summary>
124         /// Get total elapsed time
125         /// </summary>
126         public float ElapsedTime() { return m_ElapsedTime; }
127 
128         /// <summary>
129         /// Get elapsed time in current loop
130         /// </summary>
131         public float CurrentCycleElapsedTime() { return m_CurrentCycleElapsedTime; }
132 
133         /// <summary>
134         /// Get remaining time in current loop
135         /// </summary>
136         public float CurrentCycleRemainingTime() { return Math.Max(m_Interval - m_CurrentCycleElapsedTime, 0); }
137 
138         /// <summary>
139         /// Checks whether this timer is ok to be removed
140         /// </summary>
141         public bool ShouldClear() { return (m_Delegate == null || RemainingTime() == 0); }
142 
143         /// <summary>
144         /// Checks if the timer is paused
145         /// </summary>
146         public bool IsPaused() { return m_bIsPaused; }
147 
148         /// <summary>
149         /// Pause / Inpause timer
150         /// </summary>
151         public void SetPaused(bool bPause) { m_bIsPaused = bPause; }
152 
153         /// <summary>
154         ///     Compare frequency (calls per second)
155         /// </summary>
156         public static bool operator >(SmartTimer A, SmartTimer B)     { return (A == null || B == null) || A.Interval() < B.Interval(); }
157 
158         /// <summary>
159         ///     Compare frequency (calls per second)
160         /// </summary>
161         public static bool operator <(SmartTimer A, SmartTimer B)     { return (A == null || B == null) || A.Interval() > B.Interval(); }
162 
163         /// <summary>
164         ///     Compare frequency (calls per second)
165         /// </summary>
166         public static bool operator >=(SmartTimer A, SmartTimer B)    { return (A == null || B == null) || A.Interval() <= B.Interval(); }
167 
168         /// <summary>
169         ///     Compare frequency (calls per second)
170         /// </summary>
171         public static bool operator <=(SmartTimer A, SmartTimer B)    { return (A == null || B == null) || A.Interval() >= B.Interval(); }
172     }
173 }
View Code

3.SmartTimerComponent 模块Manager:

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  1 using System;
  2 using System.Collections.Generic;
  3 using System.Linq;
  4 
  5 namespace ETModel
  6 {
  7     [ObjectSystem]
  8     public class SmartTimerComponentAwakeSystem: AwakeSystem<SmartTimerComponent>
  9     {
 10         public override void Awake(SmartTimerComponent self)
 11         {
 12             self.Awake();
 13         }
 14     }
 15 
 16     [ObjectSystem]
 17     public class SmartTimerComponentUpdateSystem: UpdateSystem<SmartTimerComponent>
 18     {
 19         public override void Update(SmartTimerComponent self)
 20         {
 21             self.Update();
 22         }
 23     }
 24 
 25     public class SmartTimerComponent: Component
 26     {
 27         // Ensure we only have a single instance of the SmartTimerComponent loaded (singleton pattern).
 28         public static SmartTimerComponent Instance = null;
 29         private IList<SmartTimer> smartTimers = new List<SmartTimer>();
 30 
 31         // Whether the game is paused
 32         public bool Paused { get; set; } = false;
 33 
 34         public void Awake()
 35         {
 36             Instance = this;
 37         }
 38 
 39         public void Update()
 40         {
 41             if (this.Paused)
 42                 return;
 43 
 44             foreach (SmartTimer smartTimer in this.smartTimers.ToArray())
 45             {
 46                 smartTimer.UpdateTimer();
 47                 if (smartTimer.ShouldClear() || smartTimer.IsDisposed)
 48                 {
 49                     this.smartTimers.Remove(smartTimer);
 50                 }
 51             }
 52         }
 53 
 54         public void Add(SmartTimer smartTimer)
 55         {
 56             this.smartTimers.Add(smartTimer);
 57         }
 58 
 59         public SmartTimer Get(Action action)
 60         {
 61             foreach (SmartTimer smartTimer in this.smartTimers)
 62             {
 63                 if (smartTimer.Delegate() == action) return smartTimer;
 64             }
 65 
 66             return null;
 67         }
 68 
 69         public void Remove(SmartTimer smartTimer)
 70         {
 71             this.smartTimers.Remove(smartTimer);
 72             smartTimer.Dispose();
 73         }
 74 
 75         public void Remove(Action action)
 76         {
 77             foreach (SmartTimer smartTimer in this.smartTimers.ToArray())
 78             {
 79                 if (smartTimer.Delegate() == action)
 80                 {
 81                     Remove(smartTimer);
 82                     break;
 83                 }
 84             }
 85         }
 86 
 87         public int Count => this.smartTimers.Count;
 88 
 89         public override void Dispose()
 90         {
 91             if (this.IsDisposed) return;
 92             base.Dispose();
 93 
 94             foreach (SmartTimer smartTimer in this.smartTimers)
 95             {
 96                 smartTimer.Dispose();
 97             }
 98             this.smartTimers.Clear();
 99             Instance = null;
100         }
101 
102         /// <summary>
103         /// Get timer interval. Returns 0 if not found.
104         /// </summary>
105         /// <param name="action">Delegate name</param>
106         public float Interval(Action action) { SmartTimer timer = this.Get(action); return timer?.Interval() ?? 0f; }
107 
108         /// <summary>
109         /// Get total loops count (INFINITE (which is uint.MaxValue) if is constantly looping) 
110         /// </summary>
111         /// <param name="action">Delegate name</param>
112         public uint LoopsCount(Action action) { SmartTimer timer = this.Get(action); return timer?.LoopsCount() ?? 0; }
113 
114         /// <summary>
115         /// Get how many loops were completed
116         /// </summary>
117         /// <param name="action">Delegate name</param>
118         public uint CurrentLoopsCount(Action action) { SmartTimer timer = this.Get(action); return timer?.CurrentLoopsCount() ?? 0; }
119 
120         /// <summary>
121         /// Get how many loops remained to completion
122         /// </summary>
123         /// <param name="action">Delegate name</param>
124         public uint RemainingLoopsCount(Action action) { SmartTimer timer = this.Get(action); return timer?.RemainingLoopsCount() ?? 0; }
125 
126         /// <summary>
127         /// Get total remaining time
128         /// </summary>
129         /// <param name="action">Delegate name</param>
130         public float RemainingTime(Action action) { SmartTimer timer = this.Get(action); return timer?.RemainingTime() ?? -1f; }
131 
132         /// <summary>
133         /// Get total elapsed time
134         /// </summary>
135         /// <param name="action">Delegate name</param>
136         public float ElapsedTime(Action action) { SmartTimer timer = this.Get(action); return timer?.ElapsedTime() ?? -1f; }
137 
138         /// <summary>
139         /// Get elapsed time in current loop
140         /// </summary>
141         /// <param name="action">Delegate name</param>
142         public float CurrentCycleElapsedTime(Action action) { SmartTimer timer = this.Get(action); return timer?.CurrentCycleElapsedTime() ?? -1f; }
143 
144         /// <summary>
145         /// Get remaining time in current loop
146         /// </summary>
147         /// <param name="action">Delegate name</param>
148         public float CurrentCycleRemainingTime(Action action) { SmartTimer timer = this.Get(action); return timer?.CurrentCycleRemainingTime() ?? -1f; }
149 
150         /// <summary>
151         /// Verifies whether the timer exits
152         /// </summary>
153         /// <param name="action">Delegate name</param>
154         public bool IsTimerActive(Action action) { SmartTimer timer = this.Get(action); return timer != null; }
155 
156         /// <summary>
157         /// Checks if the timer is paused
158         /// </summary>
159         /// <param name="action">Delegate name</param>
160         public bool IsTimerPaused(Action action) { SmartTimer timer = this.Get(action); return timer?.IsPaused() ?? false; }
161 
162         /// <summary>
163         /// Pause / Unpause timer
164         /// </summary>
165         /// <param name="action">Delegate name</param>
166         ///  <param name="bPause">true - pause, false - unpause</param>
167         public void SetPaused(Action action, bool bPause) { SmartTimer timer = this.Get(action); if (timer != null) timer.SetPaused(bPause); }
168 
169         /// <summary>
170         /// Get total duration, (INFINITE if it‘s constantly looping)
171         /// </summary>
172         /// <param name="action">Delegate name</param>
173         public float Duration(Action action) { SmartTimer timer = this.Get(action); return timer?.Duration() ?? 0f; }
174     }
175 }
View Code

4.SmartTimerFactory 模块工厂:

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 1 using System;
 2 
 3 namespace ETModel
 4 {
 5     public static class SmartTimerFactory
 6     {
 7         public static SmartTimer Create(float interval, uint loopsCount, Action action)
 8         {
 9             SmartTimer smartTimer = ComponentFactory.Create<SmartTimer, float, uint, Action>(interval, loopsCount, action);
10             SmartTimerComponent smartTimerComponent = Game.Scene.GetComponent<SmartTimerComponent>();
11             smartTimerComponent.Add(smartTimer);
12             return smartTimer;
13         }
14     }
15 }
View Code

5.Example:

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