timer.stop后timer.currentCount没有重置,timer.reset后,currentCount重置了。
package game.mananger
{
import flash.events.TimerEvent;
import flash.utils.Dictionary;
import flash.utils.Timer; /**
*提供 一个 1秒间隔不断跑的timer,可以注册几秒钟回调,
* 用于提高性能,全局仅有这一个timer
* @author Administrator
*
*/
public class GTimerManager extends BaseManager
{
private var _timer:Timer;
private var _funAry:Array;
public function GTimerManager()
{
if(!_timer)
{
_timer = new Timer();
_timer.addEventListener(TimerEvent.TIMER,_interval);
_timer.start(); _funAry = [];
}
}
private function _interval(evt:TimerEvent):void
{
var len:int = _funAry.length;
for(var i:int = ;i<len;i++)
{
var info:GFunInfo = _funAry[i];
if(info.isReset)
{
info.temp ++;
if(info.temp % info.delay == ){
if(info.fun!=null)
{
info.fun();
}
}
}else if(_timer.currentCount % info.delay == )
{
if(info.fun!=null)
{
info.fun();
}
}
}
}
/**
*注册函数进去
* @param fun
* @param senconds 几秒间隔
*/
public function add(struct:GFunInfo):void
{
if(_funAry.indexOf(struct)==-)
{
_funAry.push(struct);
if(struct.isReset){
struct.temp = ;
}
}
}
/**
*移除函数
* @param fun
*
*/
public function remove(struct:GFunInfo):void
{
var index:int = _funAry.indexOf(struct);
if(index != -)
{
_funAry.splice(struct,);
}
}
/**
*销毁
*
*/
public function destory():void
{
_funAry.length = ;
_timer.stop();
_timer = null;
}
}
}
package game.mananger
{
public class GFunInfo
{
/**
*
* @param fun 回调函数
* @param delay 间隔秒数
* @isReset isReset 重新add后是否继续上次的计数
*/
public function GFunInfo(fun:Function,delay:int,isReset:Boolean)
{
this.fun = fun;
this.delay = delay;
this.isReset = isReset;
}
public var fun:Function;
public var delay:int;
public var isReset:Boolean;
public var temp:int;
}
}
testGtimer(); private function testGtimer():void
{
var g:GTimerManager = new GTimerManager();
g.add(new GFunInfo(testGfun,5,true));
g.add(new GFunInfo(testGfun2,1,false));
}
private function testGfun():void
{
trace("testGfun");
}
private function testGfun2():void
{
trace("testGfun2");
}