干掉timerruler
This commit is contained in:
69
source/bin/framework.d.ts
vendored
69
source/bin/framework.d.ts
vendored
@@ -91,8 +91,6 @@ declare module es {
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* @param onTime
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*/
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static schedule(timeInSeconds: number, repeats: boolean, context: any, onTime: (timer: ITimer) => void): Timer;
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startDebugUpdate(): void;
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endDebugUpdate(): void;
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startDebugDraw(): void;
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/**
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* 在一个场景结束后,下一个场景开始之前调用
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@@ -1934,6 +1932,8 @@ declare module es {
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static deltaTime: number;
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/** 时间刻度缩放 */
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static timeScale: number;
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/** DeltaTime可以为的最大值 */
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static maxDeltaTime: number;
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/** 已传递的帧总数 */
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static frameCount: number;
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/** 自场景加载以来的总时间 */
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@@ -3647,71 +3647,6 @@ declare namespace es {
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readonly duration: number;
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}
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}
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declare module es {
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class TimeRuler {
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/**
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* 最大条数
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*/
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static readonly maxBars: number;
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/**
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* 每条的最大样本数
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*/
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static readonly maxSamples: number;
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/**
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*
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*/
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static readonly maxNestCall: number;
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/**
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* 最大显示帧数
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*/
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static readonly maxSampleFrames: number;
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/**
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* 拍摄快照的时间(以帧数为单位)
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*/
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static readonly logSnapDuration: number;
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private logs;
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private prevLog;
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private curLog;
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private frameCount;
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private stopwatch;
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private markers;
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private markerNameToIdMap;
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enabled: boolean;
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private static _instance;
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static readonly Instance: TimeRuler;
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/**
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* 你想在Game.Update方法的开头调用StartFrame。
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* 但是当游戏在固定时间步长模式下运行缓慢时,Game.Update会被多次调用。
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* 在这种情况下,我们应该忽略StartFrame的调用,为了做到这一点,我们只需要跟踪StartFrame的调用次数
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*/
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private updateCount;
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constructor();
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startFrame(): void;
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/**
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* 开始测量时间
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* @param markerName
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* @param color
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* @param barIndex
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*/
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beginMark(markerName: string, color: number, barIndex?: number): void;
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/**
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* 停止测量
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* @param markerName
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* @param barIndex
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*/
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endMark(markerName: string, barIndex?: number): void;
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/**
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* 获取给定条形指数和标记名称的平均时间
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* @param barIndex
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* @param markerName
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*/
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getAverageTime(barIndex: number, markerName: string): number;
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/**
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* 重置标记记录
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*/
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resetLog(): void;
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}
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}
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declare module es {
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/**
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* 创建这个字典的原因只有一个:
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