public void Add(float delta, float variance, Action action)
 {
     LocalClock.TimedEvent timedEvent = new LocalClock.TimedEvent()
     {
         time     = Time.time + delta + UnityEngine.Random.Range(-variance, variance),
         delta    = delta,
         variance = variance,
         action   = action
     };
     this.events.Add(timedEvent);
 }
Example #2
0
 public void SpawnRepeating()
 {
     for (int index = 0; index < this.spawnClock.events.Count; ++index)
     {
         LocalClock.TimedEvent timedEvent = this.spawnClock.events[index];
         if ((double)Time.get_time() > (double)timedEvent.time)
         {
             timedEvent.delta              = this.GetSpawnDelta();
             timedEvent.variance           = this.GetSpawnVariance();
             this.spawnClock.events[index] = timedEvent;
         }
     }
     this.spawnClock.Tick();
 }
 public void SpawnRepeating()
 {
     for (int i = 0; i < this.spawnClock.events.Count; i++)
     {
         LocalClock.TimedEvent item = this.spawnClock.events[i];
         if (UnityEngine.Time.time > item.time)
         {
             item.delta                = this.GetSpawnDelta();
             item.variance             = this.GetSpawnVariance();
             this.spawnClock.events[i] = item;
         }
     }
     this.spawnClock.Tick();
 }
Example #4
0
 public void Tick()
 {
     for (int index = 0; index < this.events.Count; ++index)
     {
         LocalClock.TimedEvent timedEvent = this.events[index];
         if ((double)Time.get_time() > (double)timedEvent.time)
         {
             float delta    = timedEvent.delta;
             float variance = timedEvent.variance;
             timedEvent.action();
             timedEvent.time    = Time.get_time() + delta + Random.Range(-variance, variance);
             this.events[index] = timedEvent;
         }
     }
 }
 public void Tick()
 {
     for (int i = 0; i < this.events.Count; i++)
     {
         LocalClock.TimedEvent item = this.events[i];
         if (Time.time > item.time)
         {
             float single  = item.delta;
             float single1 = item.variance;
             item.action();
             item.time      = Time.time + single + UnityEngine.Random.Range(-single1, single1);
             this.events[i] = item;
         }
     }
 }