private void EndTimeSync()
 {
     _currentType               = TimeSyncType.None;
     enabled                    = false;
     _canvas.enabled            = false;
     Canvas.willRenderCanvases -= OnWillRenderCanvases;
 }
 private void StartTimeSync(TimeSyncType type)
 {
     _currentType               = type;
     _startTime                 = Time.timeSinceLevelLoad;
     enabled                    = true;
     _canvas.enabled            = true;
     Canvas.willRenderCanvases += OnWillRenderCanvases;
 }
Beispiel #3
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        private void StartTimeSync(TimeSyncType type, Enum reason)
        {
            if (!QSBSceneManager.IsInUniverse)
            {
                DebugLog.ToConsole("Error - Tried to start time sync UI when not in universe!", OWML.Common.MessageType.Error);
                return;
            }

            _currentType               = type;
            _currentReason             = reason;
            _startTime                 = Time.timeSinceLevelLoad;
            enabled                    = true;
            _canvas.enabled            = true;
            Canvas.willRenderCanvases += OnWillRenderCanvases;
        }
 public static void Start(TimeSyncType type) =>
 QSBCore.UnityEvents.RunWhen(() => Instance._isSetUp, () => Instance.StartTimeSync(type));
Beispiel #5
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 public static void Start(TimeSyncType type, Enum reason) =>
 Delay.RunWhen(() => _instance._isSetUp, () => _instance.StartTimeSync(type, reason));