Initial version - 1.2.0.60
EN: 1.2.0.60 CN: 1.2.0.61 JP: 1.2.0.63 KR: 1.2.0.67
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local TimerStatus = require("GameCore.Timer.TimerStatus")
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local TimerResetType = require("GameCore.Timer.TimerResetType")
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local TimerScaleType = require("GameCore.Timer.TimerScaleType")
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local Time = CS.UnityEngine.Time
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local Timer = class("Timer")
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function Timer:ctor(mapParam)
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if mapParam.bAutoRun == true or mapParam.bAutoRun == nil then
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self._status = TimerStatus.Running
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else
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self._status = TimerStatus.ReadyToGo
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end
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self._nCreateTS = mapParam.nTs
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self._nTS = mapParam.nTs
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self._nPauseTS = 0
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self._bDestroyWhenComplete = mapParam.bDestroyWhenComplete
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self._nCurCount = 0
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self._nTargetCount = mapParam.nTargetCount
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self._nElapsed = 0
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self._nInterval = mapParam.nInterval
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self._nScaleType = mapParam.nScaleType
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self._data = mapParam.data
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self._listener = mapParam.listener
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self._callback = mapParam.callback
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self._nDelCountLimit = 10
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self._nRate = 1
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self._nRange = 0
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self._bDebugWatch = false
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end
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function Timer:_Run(nCurTS)
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if type(self._nInterval) ~= "number" or self._nInterval <= 0 or self._callback == nil then
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self:Cancel(false)
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return
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end
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if self._status ~= TimerStatus.Running then
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return
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end
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self._nElapsed = self._nElapsed + (nCurTS - self._nTS)
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self._nTS = nCurTS
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local nInterval = self._nInterval / self._nRate
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if nInterval > self._nElapsed then
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local nRemain = nInterval - self._nElapsed
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if 60 < nRemain then
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self._nRange = 2
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elseif 1 < nRemain then
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self._nRange = 1
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else
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self._nRange = 0
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end
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return
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end
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local nDelCount = math.floor(self._nElapsed / nInterval)
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self._nElapsed = self._nElapsed - nDelCount * nInterval
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if 0 >= self._nTargetCount then
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self:_DoCallback()
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else
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if self._nCurCount + nDelCount >= self._nTargetCount then
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nDelCount = self._nTargetCount - self._nCurCount
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self._nCurCount = self._nTargetCount
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self:_Stop()
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self._nElapsed = 0
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else
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self._nCurCount = self._nCurCount + nDelCount
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end
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if nDelCount >= self._nDelCountLimit then
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nDelCount = 1
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end
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for i = 1, nDelCount do
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self:_DoCallback()
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end
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end
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end
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function Timer:_Stop()
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if self._bDestroyWhenComplete == true then
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self._status = TimerStatus.Destroy
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else
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self._status = TimerStatus.Complete
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end
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end
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function Timer:_ResetTimeStamp(bIsPauseTS)
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local TimerManager = require("GameCore.Timer.TimerManager")
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if bIsPauseTS == true then
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if self._nScaleType == TimerScaleType.None then
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self._nPauseTS = Time.time
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elseif self._nScaleType == TimerScaleType.Unscaled then
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self._nPauseTS = TimerManager.GetUnscaledTime()
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elseif self._nScaleType == TimerScaleType.RealTime then
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self._nPauseTS = Time.realtimeSinceStartup
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end
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else
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if self._nScaleType == TimerScaleType.None then
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self._nTS = Time.time
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elseif self._nScaleType == TimerScaleType.Unscaled then
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self._nTS = TimerManager.GetUnscaledTime()
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elseif self._nScaleType == TimerScaleType.RealTime then
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self._nTS = Time.realtimeSinceStartup
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end
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self._nCreateTS = self._nTS
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end
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end
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function Timer:_DoCallback()
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if self._listener == nil then
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self._callback(self, self._data)
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else
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self._callback(self._listener, self, self._data)
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end
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end
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function Timer:Pause(bSetPause)
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self._nRange = 0
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if type(bSetPause) ~= "boolean" then
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bSetPause = true
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end
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if bSetPause == true and self._status == TimerStatus.Running then
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self:_ResetTimeStamp(true)
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self._status = TimerStatus.Pause
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elseif bSetPause == false then
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if self._status == TimerStatus.Pause then
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local TimerManager = require("GameCore.Timer.TimerManager")
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if self._nScaleType == TimerScaleType.None then
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self._nTS = self._nTS + (Time.time - self._nPauseTS)
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elseif self._nScaleType == TimerScaleType.Unscaled then
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self._nTS = self._nTS + (TimerManager.GetUnscaledTime() - self._nPauseTS)
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elseif self._nScaleType == TimerScaleType.RealTime then
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self._nTS = self._nTS + (Time.realtimeSinceStartup - self._nPauseTS)
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end
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self._nPauseTS = 0
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self._status = TimerStatus.Running
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elseif self._status == TimerStatus.ReadyToGo then
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self:_ResetTimeStamp(false)
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self._status = TimerStatus.Running
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end
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end
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end
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function Timer:Cancel(bInvokeCallback)
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self._status = TimerStatus.Destroy
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if bInvokeCallback == true and self._listener ~= nil and self._callback ~= nil then
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self:_DoCallback()
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end
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end
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function Timer:Reset(nResetType, nNewInterval)
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self._nRange = 0
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if self._status == TimerStatus.Destroy then
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return
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end
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if nResetType == nil then
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nResetType = TimerResetType.ResetAll
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end
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if nResetType == TimerResetType.ResetAll then
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self._status = TimerStatus.Running
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self._nCurCount = 0
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self._nElapsed = 0
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self._nPauseTS = 0
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self:_ResetTimeStamp(false)
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elseif nResetType == TimerResetType.ResetCount then
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self._nCurCount = 0
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elseif nResetType == TimerResetType.ResetElapsed then
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self._nElapsed = 0
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self._nPauseTS = 0
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self:_ResetTimeStamp(false)
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end
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if type(nNewInterval) == "number" then
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self._nInterval = nNewInterval
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end
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end
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function Timer:GetRemainInterval()
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if self._status == TimerStatus.Running then
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local TimerManager = require("GameCore.Timer.TimerManager")
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if self._nScaleType == TimerScaleType.None then
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return self._nInterval - (self._nElapsed + Time.time - self._nTS)
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elseif self._nScaleType == TimerScaleType.Unscaled then
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return self._nInterval - (self._nElapsed + TimerManager.GetUnscaledTime() - self._nTS)
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elseif self._nScaleType == TimerScaleType.RealTime then
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return self._nInterval - (self._nElapsed + Time.realtimeSinceStartup - self._nTS)
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end
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elseif self._status == TimerStatus.Pause then
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return self._nInterval - (self._nElapsed + self._nPauseTS - self._nTS)
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else
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return 0
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end
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end
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function Timer:GetRenmainTime()
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local nTotalTime = self._nTargetCount * self._nInterval
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local nPassedTime = self._nInterval * self._nCurCount + self._nElapsed
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if self._status == TimerStatus.Running then
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local TimerManager = require("GameCore.Timer.TimerManager")
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if self._nScaleType == TimerScaleType.None then
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nPassedTime = nPassedTime + (Time.time - self._nTS)
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elseif self._nScaleType == TimerScaleType.Unscaled then
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nPassedTime = nPassedTime + (TimerManager.GetUnscaledTime() - self._nTS)
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elseif self._nScaleType == TimerScaleType.RealTime then
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nPassedTime = nPassedTime + (Time.realtimeSinceStartup - self._nTS)
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end
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return nTotalTime - nPassedTime
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elseif self._status == TimerStatus.Pause then
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nPassedTime = nPassedTime + (self._nPauseTS - self._nTS)
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return nTotalTime - nPassedTime
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else
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return 0
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end
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end
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function Timer:GetDelTS()
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return self._nTS - self._nCreateTS
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end
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function Timer:GetCreateTS()
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return self._nCreateTS
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end
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function Timer:GetCurTS()
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return self._nTS
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end
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function Timer:GetCurCount()
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return self._nCurCount
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end
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function Timer:SetSpeed(rate)
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if rate <= 0 then
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return
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end
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self._nRate = rate
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self._nRange = 0
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end
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function Timer:IsUnused()
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return self._status == TimerStatus.Destroy
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end
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function Timer:PrintSelf()
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local tb = {
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["状态"] = self._status,
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["创建时间"] = self._nCreateTS,
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["时间戳"] = self._nTS,
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["暂停时间戳"] = self._nPauseTS,
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["完成时销毁"] = self._bDestroyWhenComplete,
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["已触发次数"] = self._nCurCount,
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["目标触发次数"] = self._nTargetCount,
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["已流逝"] = self._nElapsed,
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["触发间隔"] = self._nInterval,
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["缩放类型"] = self._nScaleType,
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["一帧里触发极限次数"] = self._nDelCountLimit,
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["速率"] = self._nRate,
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["精度"] = self._nRange,
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["监视"] = self._bDebugWatch
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}
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printTable(tb)
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end
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return Timer
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