schedule是cocos自带的定时器,这里简单试试这玩意的执行情况:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 | onLoad () { this.schedule(()=>{ let now = new Date().getTime(); console.log('schedule-test, schedule 0.001', now); }, 0.001); this.schedule(()=>{ let now = new Date().getTime(); console.log('schedule-test, schedule 0.01', now); }, 0.01); this.schedule(()=>{ let now = new Date().getTime(); console.log('schedule-test, schedule 0.1', now); }, 0.1); } update (dt) { let now = new Date().getTime(); console.log('schedule-test, update', now); } |
输出如下:
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schedule-test, update 1658395521046
schedule-test, schedule 0.001 1658395521047
schedule-test, schedule 0.01 1658395521048
schedule-test, update 1658395521063
schedule-test, schedule 0.001 1658395521064
schedule-test, schedule 0.01 1658395521065
schedule-test, update 1658395521080
schedule-test, schedule 0.001 1658395521081
schedule-test, schedule 0.01 1658395521082
schedule-test, update 1658395521097
schedule-test, schedule 0.001 1658395521098
schedule-test, schedule 0.01 1658395521099
schedule-test, schedule 0.1 1658395521100
schedule-test, update 1658395521113
schedule-test, schedule 0.001 1658395521114
schedule-test, schedule 0.01 1658395521115
。。。。
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简单总结一下,可以得到下面几个结论:
1. 在cocos的世界里,一“帧”,就是它的最小计时单位,也是schedule的最小调用周期,比帧间隔再小的时间单位,对schedule无效
2. schedule(可能)会在每一帧的update以后,调起定时逻辑
3. 即使定时间隔大于帧间隔,schedule也不能按毫秒级的时间精确调起回调函数(这一点从定时“0.1s”的回调里可以看出,不过上面没贴出出这么多)
嗯,简单来说看,可以把schedule当成低配版setInterval,既然cocos提供了自己的定时器,就尽量少用setInterval和setTimeout吧
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