Beispiel #1
0
        private static System.Collections.IEnumerator SaveChecker()
        {
            int numberOfFrames = 20;
            int remoteSendData = 10;
            int currentNumber  = 0;

            while (true)
            {
                yield return(new UnityEngine.WaitForEndOfFrame());

                currentNumber++;

                if (currentNumber == remoteSendData)
                {
                    // It knows when to no send data!
                    RemoteSynching.SendData();
                    // do not reset counter!
                }
                if (currentNumber == numberOfFrames)
                {
                    currentNumber = 0;
                    ProgressManager.CheckIsNeedToSaveLocal();
                }
            }
        }
Beispiel #2
0
        private static async void CheckingForFullLocalUpdates()
        {
            System.TimeSpan waitSeconds = System.TimeSpan.FromSeconds(0.1f);
            while (true)
            {
                await System.Threading.Tasks.Task.Delay(waitSeconds);

                ProgressManager.CheckIsNeedToSaveLocal();
            }
        }