public CustomInput(double interval = 1, Dispatcher dispatcher = null, DispatcherPriority priority = DispatcherPriority.Normal) { LockKeyStock = new Dictionary <int, KeyData <KeySendType> >(); inputTimer = new InputTimer(Keys.LButton, interval, dispatcher, priority); inputTimer.MethodDown = () => { if (!FlgNextUnLock) { if (LockKeyStock.Count > 0) { FlgNextUnLock = true; } } }; inputTimer.MethodUp = () => { if (FlgNextUnLock) { FlgNextUnLock = false; foreach (var data in LockKeyStock) { KeySend(data.Value); } LockKeyStock.Clear(); } }; inputTimer.Start(); }
private void Awake() { _flying = false; _audioManager = FindObjectOfType <AudioManager>(); _inputTimer = FindObjectOfType <InputTimer>(); _inputTimer.ResetTimer(); _audioManager.Play("Driving_" + _player); _smoke = transform.Find("Smoke").GetComponent <ParticleSystem>(); _crashParticles = transform.Find("CrashParticle").GetComponentsInChildren <ParticleSystem>(); _smoke.Stop(); for (int i = 0; i < _crashParticles.Length; i++) { _crashParticles[i].Stop(); } }
public void userIdle() { while (true) { TimeSpan idleTime = InputTimer.GetInputIdleTime(); if (idleTime.TotalSeconds >= 17) // 10 { //send Message and ask if user went to break while (InputTimer.GetInputIdleTime().TotalSeconds >= 17) // 1 { Thread.Sleep(1000); } string askIfUserWentToBreak = "Hello, you were idle, did you were on a break?"; if (onBreak == false) { doWhenMSGready(askIfUserWentToBreak, eQuery.idle); } } } }
void Start() { LowPolyFish = _lowPolyFish; HookHit = _hookHit; gameEnded = false; SpawnBoat(_boatSpawn.position, _boatSetUp.position); SpawnHook(); SpawnRadar(); SpawnTrailer(); Boat.AssignRadar(Radar); Hook.AssignBoat(Boat); //Debug.Log(_generals.Count + " generals"); //InputTimer and basic should be on the same object, but I'm explictly calling in case they ever aren't //and therefore I can still get the script _inputTimer = GetComponent <InputTimer>(); if (!_inputTimer) { Debug.Log("ERROR: Cannot get a reference to InputTimer from the Manager object."); } GlobalUI = GetComponent <GlobalUI>(); if (!GlobalUI) { Debug.Log("ERROR: Cannot get a reference to GlobalUI from the Manager object."); } Scorehandler = GetComponent <ScoreHandler>(); if (!Scorehandler) { Debug.Log("ERROR: Cannot get reference to ScoreHandler from Manager object"); } Shoppinglist = GetComponent <ShoppingList>(); if (!Shoppinglist) { Debug.Log("ERROR: Cannot get reference to ShoppingList from Manager object"); } combo = GetComponent <Combo>(); if (!combo) { Debug.Log("ERROR: Cannot get reference to Combo from Manager object"); } Gameplayvalues = GetComponent <GameplayValues>(); if (!Gameplayvalues) { Debug.Log("ERROR: Cannot get reference to GameplayValues from Manager object"); } Tempfishspawn = GetComponent <FishSpawn>(); if (!Tempfishspawn) { Debug.Log("ERROR: Cannot get reference to TempFishSpawn from Manager object"); } Camerahandler = GetComponent <CameraHandler>(); if (!Camerahandler) { Debug.Log("ERROR: Cannot get reference to CameraHandler from Manager object"); } Seafloorspawning = GetComponent <SeafloorSpawning>(); if (!Seafloorspawning) { Debug.Log("ERROR: Cannot get reference to SeafloorSpawning from Manager object"); } Camerahandler.InitializeCameraHandler(); //Find out seaDepth floor = GameObject.FindGameObjectWithTag("Floor"); Vector3 difference = floor.transform.position - Boat.transform.position; seaDepth = Mathf.Abs(difference.y) - floor.transform.lossyScale.y / 2; //Getting the position and size of the zone where the jellyfish can move _jellyfishZoneSizeX = _jellyfishZone.transform.localScale.x / 2; _jellyfishZonePosX = _jellyfishZone.transform.position.x; _jellyfishZoneSizeY = _jellyfishZone.transform.localScale.y / 2; _jellyfishZonePosY = _jellyfishZone.transform.position.y; //Find out seaWidth //_docks = GameObject.FindGameObjectWithTag("Docks"); if (!_docks) Debug.Log("WARNING (Jellyfish uses this): You need to create the Docks and tag it with Docks"); //_endOfLevel = GameObject.FindGameObjectWithTag("EndOfLevel"); if (!_endOfLevel) Debug.Log("WARNING (Jellyfish uses this): You need to create an empy object, place it at the end of the level (x) and tag it with EndOfLevel"); //_seaWidth = Vector3.Distance(_docks.transform.position, _endOfLevel.transform.position); // }