Beispiel #1
0
        // This is executed repeatedly as long as the game is connected and initialized.
        private void DoUpdate(LiveSplitState state)
        {
            OldState = State.RefreshValues(_game);

            if (!(RunMethod(_methods.update, state) ?? true))
            {
                // If Update explicitly returns false, don't run anything else
                return;
            }

            // Call the start segment if the splits are not running, but ensure that the segment is called at least once.
            if (state.CurrentPhase == TimerPhase.NotRunning || !startMethodCalledFromUpdate)
            {
                if (RunMethod(_methods.start, state) ?? false)
                {
                    if (_settings.GetBasicSettingValue("start") && state.CurrentPhase == TimerPhase.NotRunning)
                    {
                        _timer.Start();
                    }
                }
                startMethodCalledFromUpdate = true;
            }

            if (state.CurrentPhase == TimerPhase.Running || state.CurrentPhase == TimerPhase.Paused)
            {
                if (_uses_game_time && !state.IsGameTimeInitialized)
                {
                    _timer.InitializeGameTime();
                }

                var is_paused = RunMethod(_methods.isLoading, state);
                if (is_paused != null)
                {
                    state.IsGameTimePaused = is_paused;
                }

                var game_time = RunMethod(_methods.gameTime, state);
                if (game_time != null)
                {
                    state.SetGameTime(game_time);
                }

                if (RunMethod(_methods.reset, state) ?? false)
                {
                    if (_settings.GetBasicSettingValue("reset"))
                    {
                        _timer.Reset();
                    }
                }
                else if (RunMethod(_methods.split, state) ?? false)
                {
                    if (_settings.GetBasicSettingValue("split"))
                    {
                        _timer.Split();
                    }
                }
            }
        }
Beispiel #2
0
        // This is executed repeatedly as long as the game is connected and initialized.
        private void DoUpdate(LiveSplit.UI.Components.LiveSplitState state)
        {
            OldState = State.RefreshValues(_game);

            if (!(RunMethod(_methods.update, state) ?? true))
            {
                // If Update explicitly returns false, don't run anything else
                return;
            }

            if (state.CurrentPhase == TimerPhase.Running || state.CurrentPhase == TimerPhase.Paused)
            {
                if (_uses_game_time && !state.IsGameTimeInitialized)
                {
                    _timer.InitializeGameTime();
                }

                var is_paused = RunMethod(_methods.isLoading, state);
                if (is_paused != null)
                {
                    state.IsGameTimePaused = is_paused;
                }

                var game_time = RunMethod(_methods.gameTime, state);
                if (game_time != null)
                {
                    state.SetGameTime(game_time);
                }

                if (RunMethod(_methods.reset, state) ?? false)
                {
                    if (_settings.GetBasicSettingValue("reset"))
                    {
                        _timer.Reset();
                    }
                }
                else if (RunMethod(_methods.split, state) ?? false)
                {
                    if (_settings.GetBasicSettingValue("split"))
                    {
                        _timer.Split();
                    }
                }
            }

            if (state.CurrentPhase == TimerPhase.NotRunning)
            {
                if (RunMethod(_methods.start, state) ?? false)
                {
                    if (_settings.GetBasicSettingValue("start"))
                    {
                        _timer.Start();
                    }
                }
            }
        }