ScriptCallQueue Class provide "lazy" calls - when we don't want to execute function immediately but later during frame update (used mainly in UI)
usage:
class Arkanoid extends Game
{
return m_CallQueue;
}
{
m_CallQueue.Tick(timeslice);
...
}
...
}
class MyObject
{
int m_cnt = 0;
void Hello(int p1, string p2)
{
Print(
"Hello( " + p1 +
" , " + p2 +
")");
}
void Test()
{
m_cnt++;
if (m_cnt > 10)
{
ScriptCallQueue queue =
g_Game.GetCallQueue();
queue.Remove(Test);
}
}
}
void Test(MyObject obj)
{
ScriptCallQueue queue =
g_Game.GetCallQueue();
queue.CallLater(obj.Hello, 5000, false, 65, "world");
queue.CallLater(obj.Test, 3000, true);
queue.Call(obj.Hello, 72, "world 2");
}
ScriptCallQueue Class provide "lazy" calls - when we don't want to execute function immediately but l...
proto void Print(void var)
Prints content of variable to console/log.
Definition at line 52 of file tools.c.