/// <summary> /// Starts the ballsaver timer going /// </summary> public static void StartBallSaverTimer() { BallSaverState = BallSaverStates.On; //start timer _log.InfoFormat("Ballsaver is now ON and will timeout in {0}", GameManagerConstants.BALLSAVERTIMEOUT); _instance._ballSaverTimer.Change(GameManagerConstants.BALLSAVERTIMEOUT, Timeout.Infinite); //if (_instance.BallSaverStateChanged != null) // _instance.BallSaverStateChanged(null, new EventArgs<BallSaverStates>(BallSaverStates.On)); }
private bool ballDrained(bool isTilted) { //check if the ball timer has expired if (!isTilted && BallSaverState != BallSaverStates.Off) //waiting or on { _log.Info("BALL SAVED!!! Ball Saver is active. Ejecting ball, turning OFF ballsaver."); _isAutoPlungeOn = true; EjectBall(); BallSaverState = BallSaverStates.Off; countBallsOnField(); return(false); } countBallsOnField(); _log.Debug("Ball Drained. Balls on field: " + _ballsOnField); return(true); }
private bool ballDrained(bool isTilted) { //check if the ball timer has expired if (!isTilted && BallSaverState != BallSaverStates.Off) //waiting or on { _log.Info("BALL SAVED!!! Ball Saver is active. Ejecting ball, turning OFF ballsaver."); _isAutoPlungeOn = true; EjectBall(); BallSaverState = BallSaverStates.Off; countBallsOnField(); return false; } countBallsOnField(); _log.Debug("Ball Drained. Balls on field: " + _ballsOnField); return true; }