public void Update()
 {
     if (!this.SpawnAllObjectsAtOnce)
     {
         mSpawnTimer.Update();
     }
 }
        private void Update()
        {
            if (mStartedEmitting)
            {
                mDurationTimer.Update();
                mFireTimer.Update();

                if (mDurationTimer.TimeReached && this.Duration != -1f)
                {
                    Stop();
                }
            }
        }
Beispiel #3
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        public void Update()
        {
            mFTimer.Update();

            // If we've detected that we have not moved much relative to the last anchor point,
            // start a timer. If the timer finishes then we will assume the host hasn't moved much
            // in the last X seconds. If we detect a movement, stop and reset the timer.
            // ALTERNATE: If host is on a moving platform, we can start counting as well but that flag
            // must be set externally by the platform itself.
            if (!mBodyHasMoved || this.IsOnMovingPlatform)
            {
                if (!mTimer.Enabled)
                {
                    mTimer.Start(this.TimeToSettle);
                }
                else
                {
                    mTimer.Update();

                    if (mTimer.TimeReached)
                    {
                        this.OnFinishedCallback?.Invoke();

                        if (this.ActivateOnSettle != null && ((this.CogTriggersOnceOnly && !mCogTriggered) || (!this.CogTriggersOnceOnly)))
                        {
                            this.ActivateOnSettle.Activate(this, null);

                            mCogTriggered = true;
                        }
                    }
                }
            }
            else if (mTimer.Enabled)
            {
                mTimer.Stop();
            }

            // Record the last position
            mLastPosition = this.transform.position;
        }