public void RemoveTimer(CooldownTimer timer)
 {
     if (list.Contains(timer))
     {
         list.Remove(timer);
     }
 }
Beispiel #2
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 protected override void StateEnter_ShotsShotsShots()
 {
     shotTimer             = new CooldownTimer(shotsShotsTime.Evaluate());
     consecutiveCharges    = 0;
     consecutiveSpins      = 0;
     bossChannels.doAttack = "ShotsShots";
 }
Beispiel #3
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        public void Start()
        {
            mCooldownTimer = new CooldownTimer(this.CooldownTime);
            var hook = GlobalObjectsUtility.FromStateHook <BaseStateHook>();

            hook.GameMessageRouter.AddListener(Common.Messaging.GameChannel, this);
        }
Beispiel #4
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    private void SetCooldowns()
    {
        rocketCooldown = BaseRocketTimer - difficultyLevel / 3 - Random.Range(0, BaseRocketTimer / 2);

        spawningEnemyCooldown  = new CooldownTimer(SpawnCooldown, StartSpawnCooldown);
        spawningRocketCooldown = new CooldownTimer(rocketCooldown);
    }
Beispiel #5
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    private void Start()
    {
        rb    = GetComponent <Rigidbody>();
        timer = new CooldownTimer(5);

        timer.TimerCompleteEvent += TimerOnTimerCompleteEvent;
    }
Beispiel #6
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    protected override void Start()
    {
        base.Start();

        fireTimer = new CooldownTimer(fireCooldown);
        clip      = new Magazine(clipSize, reloadTime);
    }
Beispiel #7
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    void Awake()
    {
        bm = FindObjectOfType <BossManager>();
        GameObject LaserBar = GameObject.Find("LaserBar");

        laserCD = LaserBar.GetComponent <CooldownTimer>();
    }
 void Start()
 {
     Register();
     attackCooldown = new CooldownTimer(attackDelay);
     rb             = GetComponent <Rigidbody2D>();
     animator       = GetComponent <Animator>();
 }
    private void AddTimer(CooldownType type, float second, TimerEventHandler action)
    {
        CooldownTimer t = TimerManager.SharedInstance.CreateTimer(second, action);

        timerDict.Add(type, t);


        String name = this.gameObject.name;
        Type   tt   = this.baseSoldier.GetType();

//		if (tt == typeof(ODSoldier) ||
//		    tt == typeof(HMSoldier) ||
//		    tt == typeof(LESoldier) ||
//		    tt == typeof(MXSoldier)) {
//			t.Start();
//		}
//
//		if (name=="hf1"||name=="hf2"||name=="hf3"||name=="hf1") {
//
//		}
//
//
//		if (this.gameObject.name == "hf2") {
//			t.Start ();
//		}
//		if (this.gameObject.name == "hf3") {
//			t.Start ();
//		}
//		if (this.gameObject.name == "hf1") {
//			t.Start ();
//		}

        t.Start();
    }
Beispiel #10
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        public Actor(int level, string name, float x, float y, float width, float height, float scale, Direction heading, int hitPoints)
        {
            float ellipseX = x + ((width * scale) / 2);
            float ellipseY = y + (height * scale);

            _level       = level;
            _name        = name;
            _x           = x;
            _y           = y;
            _width       = (width * scale);
            _height      = (height * scale);
            _boundingBox = new CollisionBox(_x, _y, _width, _height);
            // TODO: Implement _collisionBox as the actual bounds for collision checks.
            // This will allow _boundingBox to serve other purposes than collision resolution.
            //_collisionBox = new CollisionBox(x, y, width, height, scale);
            _primEllipse       = new PrimEllipse(ellipseX, (ellipseY - 4), 24, 10, Color.Gold, 1, 0);
            _hitPoints         = hitPoints;
            _previousHitPoints = _hitPoints;
            _maxHitPoints      = _hitPoints;
            _heading           = heading;
            _alive             = true;

            _hitPointsFillFactor = _hitPoints / _maxHitPoints;
            _hitPointsTimer      = new CooldownTimer(REGEN_DELAY);
            _combatExitTimer     = new CooldownTimer(COMBAT_DELAY);
            _takingDamage        = false;
        }
    protected override void Start()
    {
        base.Start();

        shootCooldownTimer = new CooldownTimer(shootCooldown);
        shootDurTimer      = new ExpirationTimer(shootDur);
    }
Beispiel #12
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        internal override void Update(int x, int y)
        {
            if (cooldown == null)
            {
                cooldown = new CooldownTimer(30);
            }

            BoundedFloat buffer = new BoundedFloat(0, 0, cost);

            CachePowerLevels();

            if (powerinL + powerinR + powerinD + powerinU >= buffer.max)
            {
                BoundedFloat.MoveVals(ref powerinL, ref buffer, powerinL);
                BoundedFloat.MoveVals(ref powerinR, ref buffer, powerinR);
                BoundedFloat.MoveVals(ref powerinD, ref buffer, powerinD);
                BoundedFloat.MoveVals(ref powerinU, ref buffer, powerinU);
            }

            EmptyInputs();

            if (buffer.IsFull())
            {
                state = true;

                var pos      = new Vector2(x - range, y - range);
                var size     = new Vector2(2 * range, 2 * range);
                var entities = EntityManager.GetEntitiesAt(pos, size, e => !(e is AutoDart || e is Player || e.data.invulnerable));

                if (cooldown.Ready())
                {
                    if (entities.Length > 0)
                    {
                        cooldown.Reset();

                        var e      = entities[MathUtil.RandInt(Program.Rand, 0, entities.Length - 1)];
                        var darvel = e.data.pos - new Vector2(x, y);
                        darvel = darvel.Normalize();
                        var dartpos = new Vector2(x, y);
                        dartpos += 1.5f * darvel;
                        darvel  /= 10;
                        var ad = new AutoDart(dartpos, darvel);
                        if (!ad.IsCollidingWithTerrain())
                        {
                            EntityManager.AddEntity(ad);
                        }
                    }
                    else
                    {
                        cooldown.SetTime(-100);
                    }
                }
            }
            else
            {
                state = false;
            }

            Terrain.TileAt(x, y).enumId = state ? TileID.AutoShooterOn : TileID.AutoShooterOff;
        }
Beispiel #13
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    public static void StartTimer(float duration, TimerCallback callback, GameObject currentObject)
    {
        CooldownTimer timer = currentObject.AddComponent <CooldownTimer>();

        timer.timeLeft = duration;
        timer.callback = callback;
    }
Beispiel #14
0
        //=====================================================================================================================//
        //================================================= Public Properties ==================================================//
        //=====================================================================================================================//

        #region Public Properties

        #endregion

        //=====================================================================================================================//
        //============================================= Unity Callback Methods ================================================//
        //=====================================================================================================================//

        #region Unity Callback Methods

        private void Start()
        {
            _transform    = transform;
            _turnAngle    = 0f;
            _bumpCooldown = new CooldownTimer(_data._bumpCooldownTime, false);
            _bCanBump     = true;
        }
 // Use this for initialization
 void Start()
 {
     material = GetComponent <Renderer>().material;
     if (framerate > 0 && textures?.Length > 1)
     {
         changeTimer = new CooldownTimer(1.0f / framerate);
     }
 }
Beispiel #16
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 public Fireball()
 {
     _rank     = 1;
     _castTime = 1.5f;
     _timer    = new CooldownTimer(_castTime);
     _manaCost = 10.0f; // TODO: change to 7% base mana
     _damage   = 27;
 }
Beispiel #17
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 public Shooter(Vector2 position, int shootCooldown, int projlife) : base(EntityID.Shooter, position)
 {
     data.speed         = 0;
     data.jumppower     = 0;
     data.life          = new BoundedFloat(50, 0, 50);
     this.shootCooldown = new CooldownTimer(shootCooldown);
     this.projlife      = projlife;
 }
Beispiel #18
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    public virtual void Awake()
    {
        useTimer = new CooldownTimer(cooldown);
        useTimer.Clear();
        player = GetComponent <Player>();

        actualCooldown = new UpgradableValue <float>(cooldown, cooldown * 0.7f, Upgrade.generalCooldowns);
    }
Beispiel #19
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    private void Start()
    {
        startPos = transform.position;
        SetPlayerStats();
        StartCoroutine(BecomeInvulnerable());

        shootingCooldown = new CooldownTimer(fireRate);
    }
Beispiel #20
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 void Start()
 {
     trigger = GetComponent <EventTrigger>();
     EventTriggerHelper.AddEvent(trigger, EventTriggerType.PointerDown, Shield);
     shieldCD   = GetComponent <CooldownTimer>();
     audioSrc   = GetComponent <AudioSource>();
     shipHitbox = playerShip.GetComponent <Collider2D>();
     bg_ready   = transform.GetChild(1).GetComponent <Image>();
 }
Beispiel #21
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 protected override void OnControllerEnabled()
 {
     base.OnControllerEnabled();
     maxTransitionsPerUpdate = 1;
     shotTimer    = new CooldownTimer(shotsShotsTime.Evaluate());
     animator     = GetComponentInChildren <Animator>();
     bossChannels = channels as MohawkBossChannels;
     player       = GameObject.FindGameObjectWithTag("Player").transform;
 }
Beispiel #22
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 protected override void StateEnter_Chase()
 {
     if (bossChannels != null)
     {
         bossChannels.doAttack = "Crawl";
     }
     endAnimationFlag = false;
     giveUpChase      = new CooldownTimer(giveUpChaseTime.Evaluate());
 }
    void Start()
    {
        shootTimer = new CooldownTimer(1.0f / fireRate, startCooldown);

        if (magazineReload > 0)
        {
            magazine = new Magazine(magazineSize, magazineReload);
        }
    }
Beispiel #24
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    protected override void OnControllerEnabled()
    {
        base.OnControllerEnabled();

        boatThrowTimer = new CooldownTimer(boatThrowInterval);
        chargeTimer    = new CooldownTimer(chargeTime);
        giveUpChase    = new CooldownTimer(giveUpTime);
        sproutBoats    = new CooldownTimer(sproutTime);
    }
Beispiel #25
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    protected override void OnRemovedFromInventory()
    {
        // Deactivate Item
        Deactivate();

        // Stop Cooldown Timer
        CooldownTimer.SetActive(false);
        CooldownTimer.Reset();
    }
Beispiel #26
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    protected override void Awake()
    {
        base.Awake();

        // Init Cooldown Timer
        CooldownTimer.SetTick(gameObject);

        InitEvents();
    }
Beispiel #27
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 public Squisher(Vector2 position) : base(EntityID.Squisher, position)
 {
     trackTimer     = new CooldownTimer(20);
     dmgTimer       = new CooldownTimer(50);
     data.speed     = 0;
     data.jumppower = 0;
     data.airResis  = 0.99f;
     data.life      = new BoundedFloat(50, 0, 50);
 }
Beispiel #28
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    // Use this for initialization
    protected override void Start()
    {
        base.Start();

        brain           = GetComponent <Brain>();
        motor           = GetComponent <CharacterMotor>();
        dashTimer       = new CooldownTimer(dashCooldown);
        dashInvulnTimer = new ExpirationTimer(dashInvuln);
        dashExpTimer    = new ExpirationTimer(dashDuration);
    }
Beispiel #29
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    public CooldownTimer CreateTimer(float second,TimerEventHandler action)
    {
        //Debug.Log("CreateTimer");

        CooldownTimer cooldownTimer = new CooldownTimer (second);
        cooldownTimer.Tick = action;
        AddTimer (cooldownTimer);

        return cooldownTimer;
    }
Beispiel #30
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            public static void AddTimer(Mobile caster, TimeSpan ts)
            {
                if (Instance == null)
                {
                    Instance = new CooldownTimer();
                    Instance.Start();
                }

                Instance.ExpireTable[caster] = DateTime.UtcNow + ts;
            }
Beispiel #31
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 private void Jump(bool ignoreCheckingIfOnGround = false)
 {
     if (this.IsGrounded() || ignoreCheckingIfOnGround && this.hasJumped == false)
     {
         this.hasJumped = true;
         this.rb.AddForce(new Vector3(0.0f, jumpHeight, 0.0f) * speed);
         CooldownTimer.StartTimer(0.2f, JumpCooldown);
         this.RenderBallAfterPowerup();
     }
 }
Beispiel #32
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    // Use this for initialization
    void Start()
    {
        startPosition = transform.position;
        dropDelay = new CooldownTimer(delayTime, false);
        respawnTimer = new CooldownTimer(respawnTime, false);
        hitInfo = new RaycastHit();
        objWidth = renderer.bounds.size;

        //Simple method of deciding whether to detect up or down. Could be enum, but prob overkill.
        lookDown = detectDown ? -1 : 1;
    }
Beispiel #33
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    // Use this for initialization
    void Start()
    {
        leftShootTimer = new CooldownTimer(shootDelay);

        pool = new ObjectPooler();

        pool.InitPool("bullets", bulletPrefab, 5, true);

        pool.InitPool("bb", bulletPrefab, 5, false);

        //p2.InitPool("bb", bulletPrefab, 5, false);

        shootCooldown = shootTimer + shootDelay;
    }
Beispiel #34
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 // Use this for initialization
 void Start()
 {
     cd = new CooldownTimer(cooldown, true);
 }
Beispiel #35
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 public void RemoveTimer(CooldownTimer timer)
 {
     if (list.Contains (timer)) {
         list.Remove (timer);
     }
 }
Beispiel #36
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 public void AddTimer(CooldownTimer timer)
 {
     list.Add (timer);
 }
Beispiel #37
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    // Use this for initialization
    void Start()
    {
        attackSound = gameObject.transform.Find("rayOrigin").GetComponent<AudioSource>();
        attackSound.volume = 0.8f;
        attackSound.Stop();
        attackVFX = gameObject.transform.Find("character/Attack_VFX").GetComponent<ParticleSystem>();
        attackVFX.playOnAwake = false;
        blockVFX = gameObject.transform.Find("character/Block").GetComponent<ParticleSystem>();
        blockVFX.playOnAwake = false;

        pi = gameObject.GetComponent<PlayerInfo>(); //Gets this players PlayerInfo script information.
        cc = gameObject.GetComponent<CharacterController>(); //Gets this players CharacterController information
        animator = transform.Find("character").GetComponent<Animator>();
        attackCD = new CooldownTimer (attackCoolDown, true); //creates a cooldown for the attack.
        counterCD = new CooldownTimer (counterCoolDown); //creates a cooldown for the counter
        counterDur = new CooldownTimer (counterDuration, true);

        counterCD.forceCooldownOver();
    }