private void Form1_KeyUp(object sender, KeyEventArgs e) { LeftTimer.Stop(); RightTimer.Stop(); UpTimer.Stop(); DownTimer.Stop(); }
private void Form1_KeyDown(object sender, KeyEventArgs e) { if ((e.KeyCode == Keys.Left) || (e.KeyCode == Keys.A)) { LeftTimer.Start(); } if ((e.KeyCode == Keys.Right) || (e.KeyCode == Keys.D)) { RightTimer.Start(); } if ((e.KeyCode == Keys.Up) || (e.KeyCode == Keys.W)) { UpTimer.Start(); } if ((e.KeyCode == Keys.Down) || (e.KeyCode == Keys.S)) { DownTimer.Start(); } if (e.KeyCode == Keys.Space) { int i = shootNr % 3; bullets[i].Location = new Point(plane.Location.X + 20, plane.Location.Y - 30); bullets[i].Visible = true; shootNr++; if (shootNr == 6) { shootNr = 3; } } }
public Cooldown(IHasCooldown cd) { cdTimer = new DownTimer(cd.CooldownDuration); cdTimer.OnTimerEnd += cdTimer.DisableTimer; Id = cd.Id; }
public void Ticking_3_From_Timer_With_Time_5_Sets_RemainingTime_To_2() { DownTimer timer = A.DownTimer().WithTime(5); timer.TryTick(3); Assert.AreEqual(2, (int)timer.Time); }
public void Setting_Existing_Timer_To_0_Sets_Time_To_0() { DownTimer timer = A.DownTimer(); timer.SetNewDefaultTime(0); Assert.AreEqual(0, timer.Time); }
public void Setting_Existing_Timer_To_Negative_Time_Sets_Time_To_0(float time) { DownTimer timer = A.DownTimer(); timer.SetNewDefaultTime(time); Assert.AreEqual(0, timer.Time); }
public void Setting_Existing_Timer_With_Positive_Time_Sets_Time_To_Correct_Value(float time) { DownTimer timer = A.DownTimer(); timer.SetNewDefaultTime(time); Assert.AreEqual(time, timer.Time); }
public void Ticking_Negative_Number_From_Timer_Returns_False(float time) { DownTimer timer = A.DownTimer(); var didTickProcess = timer.TryTick(time); Assert.False(didTickProcess); }
public void Ticking_Timer_With_Time_0_Returns_False(float time) { DownTimer timer = A.DownTimer(); var didTickProcess = timer.TryTick(4); Assert.False(didTickProcess); }
public void Ticking_10_From_Timer_With_Time_3_Sets_RemainingTime_To_0() { DownTimer timer = A.DownTimer().WithTime(5); timer.TryTick(10); Assert.AreEqual(0, timer.Time); }
public void Ticking_Negative_Number_From_Timer_Does_Nothing(float time) { DownTimer timer = A.DownTimer(); float prevVal = timer.Time; timer.TryTick(time); Assert.AreEqual(prevVal, timer.Time); }
public void AddTimedModifier(StatType statType, StatModifier statModifier, float time) { DownTimer newTimer = new DownTimer(time); timeTicker.AddTimer(newTimer, statModifier); AddModifierTo(statType, statModifier); newTimer.OnTimerEnd += () => RemoveModifierFrom(statType, statModifier); newTimer.OnTimerEnd += () => timeTicker.RemoveTimer(newTimer); }
private void Awake() { timer = GameObject.Find("DownTimer").transform.GetComponent <DownTimer>(); audioPlay = GetComponent <AudioSource>(); audioPlay.volume = .3f; bgm1 = (AudioClip)Resources.Load("Sound/BGM/Play/Buttle1"); bgm2 = (AudioClip)Resources.Load("Sound/BGM/Play/Buttle2"); bgm3 = (AudioClip)Resources.Load("Sound/BGM/Play/Buttle3"); bgm4 = (AudioClip)Resources.Load("Sound/BGM/Play/Buttle4"); bgm5 = (AudioClip)Resources.Load("Sound/BGM/Play/Buttle5"); secret = (AudioClip)Resources.Load("Sound/BGM/Play/Secret"); }
private void AddRemovalTimerForStatus(StatusEffectData statusEffectType, StatusEffectBase statusEffect, float duration) { var timer = new DownTimer(duration) { OnTimerEnd = () => { statusEffect.OnRemove(); RemoveStatusEffect(statusEffectType, statusEffect); } }; timer.OnTimerEnd += () => Debug.Log("Removed: " + statusEffect + " : " + TimerTickerSingleton.Instance.RemoveTimer(statusEffect)); TimerTickerSingleton.Instance.AddTimer(timer, statusEffect); }
private void InitTimer() { healWaveTimer = new DownTimer(delayBetweenHealWaves); healWaveTimer.OnTimerEnd += ApplyHeal; healWaveTimer.OnTimerEnd += () => { CurrentTickCount++; if (CurrentTickCount > amnOfTicks) { healWaveTimer.OnTimerEnd = null; timedRemovalProcessor.Remove(2f); } }; healWaveTimer.OnTimerEnd += healWaveTimer.Reset; }
private void InitAutoHealTimer() { healTimer = new DownTimer(1f / vigorStat.ActualValue); healTimer.OnTimerEnd += () => healthSysBehav.Heal(resolveStat.ActualValue, this); healTimer.OnTimerEnd += () => healTimer.SetNewDefaultTime(1f / vigorStat.ActualValue); healTimer.OnTimerEnd += () => healTimer.Reset(); healthSysBehav.StatsBasedHealthContainer.onHealthChange += (cur, max) => { var wasDamaged = cur < prevHealth; if (wasDamaged) { healTimer.Reset(); } prevHealth = cur; }; }
private void InitTimer() { explDelayTimer = new DownTimer(delayBetweenExplosions); explDelayTimer.OnTimerEnd += GenerateExplosion; explDelayTimer.OnTimerEnd += () => { ExplCount++; if (ExplCount > explAmn) { explDelayTimer.OnTimerEnd = null; timedRemovalProcessor.Remove(0.1f); } }; explDelayTimer.OnTimerEnd += explDelayTimer.Reset; }
private void InitTimer() { swTimer = new DownTimer(swDelay); swTimer.OnTimerEnd += CreateShockwave; swTimer.OnTimerEnd += () => { ActualSwCount++; if (ActualSwCount > amnOfShockwavesToCast) { swTimer.OnTimerEnd = null; timedRemovalProcessor.Remove(2f); } }; swTimer.OnTimerEnd += swTimer.Reset; }
private void Awake() { //エフェクトを設定 dedEffect = Resources.Load <GameObject>("prefab/Effect/Star_Burst_02"); //UIオブジェクトを設定 UICanvases = GameObject.Find("UI").transform.gameObject; //ダウンタイマーのobjとcsを取得 DownTimer_obj = UICanvases.transform.Find("DownTimer").gameObject; DownTimer_cs = DownTimer_obj.GetComponent <DownTimer>(); //ダウンタイマーを起動 DownTimer_cs.DownTimer_State_data = true; //オーディオを取得 audio = this.GetComponent <AudioSource>(); audioClip_gong = (AudioClip)Resources.Load("Sound/SE/Start/gong"); //スタートゴング audioClip_ded = (AudioClip)Resources.Load("Sound/SE/Deth/ded"); //死亡時の音 audioClip_hit = (AudioClip)Resources.Load("Sound/SE/Blow/Hit08-1"); //ぶつかる音 //カメラにターゲットするプレイヤーの数を設定 TargetGroup = this.GetComponent <CinemachineTargetGroup>(); TargetGroup.m_Targets = new CinemachineTargetGroup.Target[PlayData.Instance.playerNum]; //プレイヤーデータの生成 switch (PlayData.Instance.playerNum) { case 1: P1 = PlayData.Instance.PlayersData[0]; P1.LoadGameObject(); break; case 2: P1 = PlayData.Instance.PlayersData[0]; P1.LoadGameObject(); P2 = PlayData.Instance.PlayersData[1]; P2.LoadGameObject(); break; case 3: P1 = PlayData.Instance.PlayersData[0]; P1.LoadGameObject(); P2 = PlayData.Instance.PlayersData[1]; P2.LoadGameObject(); P3 = PlayData.Instance.PlayersData[2]; P3.LoadGameObject(); break; case 4: P1 = PlayData.Instance.PlayersData[0]; P1.LoadGameObject(); P2 = PlayData.Instance.PlayersData[1]; P2.LoadGameObject(); P3 = PlayData.Instance.PlayersData[2]; P3.LoadGameObject(); P4 = PlayData.Instance.PlayersData[3]; P4.LoadGameObject(); break; } death_count = PlayData.Instance.playerNum; GameObject HPgage = Resources.Load <GameObject>("prefab/UI/HPgage"); RectTransform HPgage_rectTrans = HPgage.transform.GetComponent <RectTransform>(); RectTransform UICanvases_recttrans = UICanvases.GetComponent <RectTransform>(); //HPゲージのキャンバス内サイズ Vector3 HPgagesize_in_UICanvas = new Vector3(HPgage_rectTrans.rect.width * UICanvases_recttrans.localScale.x, HPgage_rectTrans.rect.height * UICanvases_recttrans.localScale.y, 0); //HPゲージとHPゲージの間の余白 float remainder = (Screen.width - HPgagesize_in_UICanvas.x * PlayData.Instance.playerNum) / (PlayData.Instance.playerNum + 1); //プレイヤーとHPを生成 for (int i = 0; i < PlayData.Instance.playerNum; i++) { //プレイヤーとHPバーを生成 switch (i) { case 0: P1.Mate_Data = (Material)Resources.Load("Material/P1Color"); P1.Mate_Data.SetColor("_EmissionColor", new Color(P1.Color_Data.r, P1.Color_Data.g, P1.Color_Data.b, P1.Color_Data.a)); P1.Player_obj = this.CreatePlayer(P1, i); P1.HPgage_obj = this.CreateHPgage(P1, new Vector3(HPgagesize_in_UICanvas.x / 2 + remainder, HPgagesize_in_UICanvas.y / 2, 0)); //カメラのターゲットに設定 CameraSet(P1, i); break; case 1: P2.Mate_Data = (Material)Resources.Load("Material/P2Color"); P2.Mate_Data.SetColor("_EmissionColor", new Color(P2.Color_Data.r, P2.Color_Data.g, P2.Color_Data.b, P2.Color_Data.a)); P2.Player_obj = this.CreatePlayer(P2, i); P2.HPgage_obj = this.CreateHPgage(P2, new Vector3(HPgagesize_in_UICanvas.x / 2 + remainder * 2 + HPgagesize_in_UICanvas.x, HPgagesize_in_UICanvas.y / 2, 0)); //カメラのターゲットに設定 CameraSet(P2, i); break; case 2: P3.Mate_Data = (Material)Resources.Load("Material/P3Color"); P3.Mate_Data.SetColor("_EmissionColor", new Color(P3.Color_Data.r, P3.Color_Data.g, P3.Color_Data.b, P3.Color_Data.a)); P3.Player_obj = this.CreatePlayer(P3, i); P3.HPgage_obj = this.CreateHPgage(P3, new Vector3(HPgagesize_in_UICanvas.x / 2 + remainder * 3 + HPgagesize_in_UICanvas.x * 2, HPgagesize_in_UICanvas.y / 2, 0)); //カメラのターゲットに設定 CameraSet(P3, i); break; case 3: P4.Mate_Data = (Material)Resources.Load("Material/P4Color"); P4.Mate_Data.SetColor("_EmissionColor", new Color(P4.Color_Data.r, P4.Color_Data.g, P4.Color_Data.b, P4.Color_Data.a)); P4.Player_obj = this.CreatePlayer(P4, i); P4.HPgage_obj = this.CreateHPgage(P4, new Vector3(HPgagesize_in_UICanvas.x / 2 + remainder * 4 + HPgagesize_in_UICanvas.x * 3, HPgagesize_in_UICanvas.y / 2, 0)); //カメラのターゲットに設定 CameraSet(P4, i); break; } } //背景を取得 Quad = GameObject.Find("Quad"); }