protected override void OnWindowUpdate()
        {
            // Check whether values need to be updated
            pollTimer.Update(Time.deltaTime);
            if (pollTimer.isFinished)
            {
                switch (this.mode)
                {
                case Mode.Inspector:
                    if (this.hasTarget)
                    {
                        this.currentTargetInformation.Refresh();
                        this.currentTargetInformation.UpdateWatchValues();
                    }
                    break;

                case Mode.WatchList:
                    if (GameObjectBookmark.hasAvailableInformation)
                    {
                        foreach (var targetInfo in GameObjectBookmark.availableInformation)
                        {
                            targetInfo.Refresh();
                            targetInfo.UpdateWatchValues();
                        }
                    }
                    break;
                }

                // Reset the poll timer
                pollTimer.Reset();
                this.Repaint();
            }
        }
Beispiel #2
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        /// <summary>
        /// Updates the cooldown. Once it has finisbhed
        /// </summary>
        /// <param name="dt"></param>
        /// <returns></returns>
        public bool Update(float dt)
        {
            if (countdown.Update(dt))
            {
                return(true);
            }

            return(false);
        }
Beispiel #3
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 private void Update()
 {
     //Trace.Script("Camera main = " + Camera.main);
     // If the object is visible and we haven't run the timer down
     if (isVisible && !visibilityTimer.isFinished && withinRange)
     {
         // If the timer finished, it means we can now announce
         // the object's visibility
         if (visibilityTimer.Update(Time.deltaTime))
         {
             onVisible(true);
         }
     }
     // If the object is not visible (but previously was)
     // announce that too
     else if (!isVisible && visibilityTimer.isFinished)
     {
         onVisible(false);
         visibilityTimer.Reset();
     }
 }
 public void Update(float time)
 {
     //Trace.Script($"time = {time}, progress = {timer.progress}");
     timer.Update(time);
 }
 private void Update()
 {
     timer.Update(Time.deltaTime);
 }