Beispiel #1
0
        private void ClockTickEvent(object source, ElapsedEventArgs e)
        {
            if (CamTable.Count == 0)
            {
                return;
            }

            foreach (var physicalAddress in CamTable.Keys.ToList())
            {
                if (CamTable[physicalAddress].TimeToDie())
                {
                    CamTable.TryRemove(physicalAddress, out _);
                    this.Log(new SyslogMessage(Severity.Debug, $"{physicalAddress} expired in CAM"));
                }
            }

            if (CamTable.Count == 0)
            {
                this.Log(new SyslogMessage(Severity.Alert, "CAM table is empty"));
            }

            CamChange?.Invoke(this, e);
        }
Beispiel #2
0
 public void ClearCam()
 {
     CamTable.Clear();
     CamChange?.Invoke(this, null);
     this.Log(new SyslogMessage(Severity.Alert, "CAM table have been manually flushed"));
 }
Beispiel #3
0
    private void FixedUpdate()
    {
        //Debug.Log(CameraToChange);

        GameObject CameraChange = GameObject.Find("Ball1");
        CamChange  changeCam    = CameraChange.GetComponent <CamChange>();

        CameraToChange = CamChange.ChangeCam;
        //Debug.Log(CameraToChange);



        if (CameraToChange == 0)
        {
            Vector3 desiredPosition  = Ball1.position + offset;
            Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
            transform.position = smoothedPosition;
        }

        if (CameraToChange == 1)
        {
            Vector3 desiredPosition  = Ball2.position + offset;
            Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
            transform.position = smoothedPosition;
        }

        if (CameraToChange == 2)
        {
            Vector3 desiredPosition  = WreckingBall.position + offset;
            Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
            transform.position = smoothedPosition;
        }

        if (CameraToChange == 3)
        {
            Vector3 desiredPosition  = Dominos.position + offset;
            Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
            transform.position = smoothedPosition;
            transform.LookAt(Dominos);
        }

        if (CameraToChange == 4)
        {
            Vector3 desiredPosition  = Dominos2.position + offset;
            Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
            transform.position = smoothedPosition;
            transform.LookAt(Dominos2);
        }

        if (CameraToChange == 5)
        {
            Vector3 desiredPosition  = Dominos3.position + offset;
            Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
            transform.position = smoothedPosition;
            transform.LookAt(Dominos3);
        }

        if (CameraToChange == 6)
        {
            Vector3 desiredPosition  = Dominos4.position + offset;
            Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
            transform.position = smoothedPosition;
            transform.LookAt(Dominos4);
        }

        if (CameraToChange == 7)
        {
            Vector3 desiredPosition  = Dominos5.position + offset;
            Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
            transform.position = smoothedPosition;
            transform.LookAt(Dominos5);
        }

        if (CameraToChange == 8)
        {
            Vector3 desiredPosition  = Dominos6.position + offset;
            Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
            transform.position = smoothedPosition;
        }

        if (CameraToChange == 9)
        {
            Vector3 desiredPosition  = Dominos6.position + offset;
            Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
            transform.position = smoothedPosition;
        }

        if (CameraToChange == 10)
        {
            Vector3 desiredPosition  = Gun.position + GunOffset;
            Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
            transform.position = smoothedPosition;


            CurrentYAngle = (gameObject.transform.rotation.eulerAngles.y); //assigns the Z angle to its variable
            int GunYAngle = (int)CurrentYAngle;
            transform.Rotate(GunRotationOffset * speed * Time.deltaTime);



            if (GunYAngle > 240)
            {
                speed = 0f;
            }
        }

        if (CameraToChange == 11)
        {
            Vector3 desiredPosition  = Ramp.position + RampOffset;
            Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
            transform.position = smoothedPosition;
        }

        if (CameraToChange == 12)
        {
            Vector3 desiredPosition  = Hammer.position + HammerOffset;
            Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
            transform.position = smoothedPosition;
        }

        if (CameraToChange == 13)
        {
            Vector3 desiredPosition  = Boot.position + BootOffset;
            Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
            transform.position = smoothedPosition;
        }
    }