Can not update state inside setInterval in react hook

You're creating a closure because gameStart() "captures" the value of gamePlayTime once when the useEffect hook runs and never updates after that.

To get around this, you must use the functional update pattern of React hook state updating. Instead of passing a new value directly to setGamePlayTime(), you pass it a function and that function receives the old state value when it executes and returns a new value to update with. e.g.:

setGamePlayTime((oldValue) => {
  const someNewValue = oldValue + 1;
  return someNewValue;
});

Try this (essentially just wrapping the contents of your setInterval function with a functional state update):

const [gamePlayTime, setGamePlayTime] = React.useState(100);
let targetShowTime = 3;

// call function
React.useEffect(() => {
    gameStart();
  }, []);

const gameStart = () => {
    gameStartInternal = setInterval(() => {
      setGamePlayTime((oldGamePlayTime) => {
        console.log(oldGamePlayTime); // will print previous gamePlayTime value
        if (oldGamePlayTime % targetShowTime === 0) {
          const random = (Math.floor(Math.random() * 10000) % wp("70")) + wp("10");
          const targetPosition = { x: random, y: hp("90") };
          const spinInfoData = getspinArray()[Math.floor(Math.random() * 10) % 4];
          NewSpinShow(targetPosition, spinInfoData, spinSpeed);
        }
        return oldGamePlayTime - 1;
      });
    }, 1000);
  };

The reason why you did not get updated state is because you called it inside useEffect(() => {}, []) which is only called just once.

useEffect(() => {}, []) works just like componentDidMount().

When gameStart function is called, gamePlaytime is 100, and inside gameStart, it uses the same value however the timer works and the actual gamePlayTime is changed. In this case, you should monitor the change of gamePlayTime using useEffect.

...
  useEffect(() => {
      if (gamePlayTime % targetShowTime === 0) {
        const random = (Math.floor(Math.random() * 10000) % wp("70")) + wp("10");
        const targetPosition = { x: random, y: hp("90") };
        const spinInfoData = getspinArray()[Math.floor(Math.random() * 10) % 4];
        NewSpinShow(targetPosition, spinInfoData, spinSpeed);
      }
  }, [gamePlayTime]);

  const gameStart = () => {
    gameStartInternal = setInterval(() => {
      setGamePlayTime(t => t-1);
    }, 1000);
  };
...