public virtual void UpdateButton() { if (Selected) { Image.sprite = SelectedSprite; } else if (!Enabled) { Image.sprite = DisabledSprite; } else if (Pressed) { Image.sprite = PressedSprite; } else if (PointerInside) { Image.sprite = HighlightedSprite; } else { Image.sprite = NormalSprite; } OnUpdateEvent?.Invoke(); }
public void Update(float deltaTime) { //pump message PumpMessage(); SenderEvent(new UpdateEvent(DateTime.Now, deltaTime)); SenderEvent(new RenderEvent(DateTime.Now, deltaTime)); //process the event while (EventCount != 0) { switch (GetEvent(true)) { case UpdateEvent update: OnUpdateEvent?.Invoke(this, update); break; case KeyBoardEvent keyBoard: OnKeyBoardEvent?.Invoke(this, keyBoard); break; case MouseClickEvent mouseClick: OnMouseClickEvent?.Invoke(this, mouseClick); break; case MouseWheelEvent mouseWheel: OnMouseWhellEvent?.Invoke(this, mouseWheel); break; case MouseMoveEvent mouseMove: OnMouseMoveEvent?.Invoke(this, mouseMove); break; case SizeChangeEvent sizeChange: OnSizeChangeEvent?.Invoke(this, sizeChange); break; } } }
private void Update() { if (OnUpdateEvent != null) { OnUpdateEvent.Invoke(); } }
private bool HandleFrameworkUpdate(IntPtr framework) { try { Gui.Chat.UpdateQueue(this); Network.UpdateQueue(this); } catch (Exception ex) { Log.Error(ex, "Exception while handling Framework::Update hook."); } try { if (StatsEnabled && OnUpdateEvent != null) { // Stat Tracking for Framework Updates var invokeList = OnUpdateEvent.GetInvocationList(); var notUpdated = StatsHistory.Keys.ToList(); // Individually invoke OnUpdate handlers and time them. foreach (var d in invokeList) { statsStopwatch.Restart(); d.Method.Invoke(d.Target, new object[] { this }); statsStopwatch.Stop(); var key = $"{d.Target}::{d.Method.Name}"; if (notUpdated.Contains(key)) { notUpdated.Remove(key); } if (!StatsHistory.ContainsKey(key)) { StatsHistory.Add(key, new List <double>()); } StatsHistory[key].Add(statsStopwatch.Elapsed.TotalMilliseconds); if (StatsHistory[key].Count > 1000) { StatsHistory[key].RemoveRange(0, StatsHistory[key].Count - 1000); } } // Cleanup handlers that are no longer being called foreach (var key in notUpdated) { if (StatsHistory[key].Count > 0) { StatsHistory[key].RemoveAt(0); } else { StatsHistory.Remove(key); } } } else { OnUpdateEvent?.Invoke(this); } } catch (Exception ex) { Log.Error(ex, "Exception while dispatching Framework::Update event."); } return(this.updateHook.Original(framework)); }
/// <summary> /// Updates the world scale using the latest units. /// </summary> public void UpdateWorldScale() { float newScale = (Measurement == ScaleMeasurement.CustomUnits) ? CustomValue : (float)Measurement; if (newScale != _scale) { _scale = (Measurement == ScaleMeasurement.CustomUnits) ? CustomValue : (float)Measurement; float previousWorldScale = ContentParent.lossyScale.x; // Update the world scale on the main camera's parent. ContentParent.localScale = new Vector3(_scale, _scale, _scale); float newWorldScale = ContentParent.lossyScale.x; // Calculate the updated clip distances based on the world scale. // Assumes the original clip distances are in meters. Camera mainCamera = Camera.main; mainCamera.nearClipPlane = mainCamera.nearClipPlane / previousWorldScale * newWorldScale; mainCamera.farClipPlane = mainCamera.farClipPlane / previousWorldScale * newWorldScale; #if PLATFORM_LUMIN // Notify the MLDevice the scale has changed. MLDevice.UpdateWorldScale(); #endif } OnUpdateEvent?.Invoke(Scale, Units); }
public CoreBehavior() { BehaviorManager.Get.AddBehavior(this); Start(); onUpdateEvent = Update; onLateUpdateEvent = LateUpdate; onDestroyEvent = OnDestroy; }
protected virtual void OnUpdate(float value) { if (canvas != null) { canvas.alpha = value; OnUpdateEvent?.Invoke(value); } }
/// <summary> /// Atualiza a entidade. /// </summary> /// <param name="gameTime">Obtém o acesso aos tempos de jogo.</param> public void Update(GameTime gameTime) { if (IsEnabled) { OnUpdate(gameTime); Transform.Update(gameTime); OnUpdateEvent?.Invoke(this, gameTime); } }
public void Update() { OnUpdateEvent?.Invoke(); lock (executeOnUpdate) { while (executeOnUpdate.Count > 0) { executeOnUpdate.Dequeue()?.Invoke(); } } }
public void Update() { if (!running) { return; } OnUpdateEvent?.Invoke(); if (IsComplete()) { running = false; OnCompleteEvent?.Invoke(); } }
public void Update(EventModel ev) { if (_events.ContainsKey(ev.ID)) { var oldEV = _events[ev.ID].Copy(); _events[ev.ID] = ev; OnUpdateEvent?.Invoke(oldEV, ev); } else { Add(ev); } }
public override void OnGetSamples(byte[] buffer, int count) { //Copy bytes, and overlap if needed for (int i = 0; i < buffer.Length; i += 1) { int index = (i + bufferPosition) % rewindBuffer.Length; rewindBuffer[index] = buffer[i]; } if (buffer.Length + bufferPosition >= rewindBuffer.Length) { full = true; } bufferPosition = (buffer.Length + bufferPosition) % rewindBuffer.Length; //Send events OnUpdateEvent?.Invoke(); }
private bool HandleFrameworkUpdate(IntPtr framework) { try { Gui.Chat.UpdateQueue(this); Network.UpdateQueue(this); } catch (Exception ex) { Log.Error(ex, "Exception while handling Framework::Update hook."); } try { OnUpdateEvent?.Invoke(this); } catch (Exception ex) { Log.Error(ex, "Exception while dispatching Framework::Update event."); } return(this.updateHook.Original(framework)); }
//Thread issue with the queues. something else is dequeuing them some how. public void Update(float deltaTime) { if (Parent == null && UID != 0) { return; } OnUpdate(deltaTime); if (childrenChanged) { lock (childModification) { while (toBeRemoved.Count > 0) { GameObject obj = toBeRemoved.Dequeue(); children.Remove(obj); invokationQueue.Enqueue(obj.Destroyed); invokationQueue.Enqueue(() => { OnChildRemoved?.Invoke(this, obj); }); } while (toBeAdded.Count > 0) { GameObject obj = toBeAdded.Dequeue(); children.Add(obj); invokationQueue.Enqueue(obj.Added); invokationQueue.Enqueue(() => { OnChildAdded?.Invoke(this, obj); }); } childrenChanged = false; } } lock (childModification) while (invokationQueue.Count > 0) { invokationQueue.Dequeue()(); } //This lock was (possibily) causing deadlocks so i removed it, ill keep it commented for now though. //lock (childModification) { foreach (var child in children) { child.Update(deltaTime); } OnUpdateEvent?.Invoke(this); //} }
internal void Enter() { var stepStatus = GetStatus(); if (stepStatus != Status.None && stepStatus != Status.InProgress) { throw new ApplicationException($"Cannot enter a completed step. Step status: {stepStatus}"); } foreach (var a in Actions.Where(x => x.Status == Status.None)) { //maybe in the future this should use similar start status to above a.OnExitEvent += ActionExit; a.OnUpdateEvent += ActionUpdate; a.Enter(); } OnUpdateEvent?.Invoke(this, EventArgs.Empty); }
private void buttonUpdate_Click(object sender, EventArgs e) { if (MessageBox.Show("Update this event?", "Security", MessageBoxButtons.YesNo) == DialogResult.Yes) { var userId = currentUser.Keys.FirstOrDefault(); var userName = currentUser.Values.FirstOrDefault(); var eventId = Convert.ToInt32(dataGridViewEvent.CurrentRow.Cells[0].Value.ToString()); var invitation = Convert.ToInt32(dataGridViewEvent.CurrentRow.Cells[6].Value.ToString()); if (!string.IsNullOrEmpty(textBoxCreatorName.Text) && userName == textBoxCreatorName.Text) { var userModel = new UserModel() { Id = userId, Name = userName, }; var eventModel = new EventModel() { Id = eventId, UserId = userId, Description = textBoxDescription.Text, Date = GetDateTime(dateTimePickerDate.Value, Convert.ToInt32(comboBoxHour.SelectedItem)), Location = textBoxLocation.Text, IsExclusive = checkBoxExclusive.Checked, Invitation = invitation, Guests = invitationGuests.Keys.ToList(), }; OnUpdateEvent?.Invoke(eventModel, userModel); } else { MessageBox.Show("Invalid Parameters!"); } } }
public override void OnGetSamples(byte[] buffer, int count) { output.Write(buffer); bytesWritten += buffer.Length; OnUpdateEvent?.Invoke(); }
/// <summary> /// Update is called once per frame /// </summary> void Update() { BeforeUpdateSpeed(); OnUpdateEvent?.Invoke(); AfterUpdate(); }
public void Update() { OnUpdateEvent?.Invoke(); }
private void Update() { OnUpdateEvent?.Invoke(); OnUpdateAction?.Invoke(); }
public Task Update(ConfirmRef confirmRef) { return(OnUpdateEvent?.Invoke(confirmRef)); }
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { OnUpdateEvent?.Invoke(); }
public Task Update(ModalRef modalRef) { return(OnUpdateEvent?.Invoke(modalRef)); }
protected override void OnUpdate() { OnUpdateEvent?.Invoke(Node); }
private void ActionUpdate(object sender, EventArgs e) { OnUpdateEvent?.Invoke(this, EventArgs.Empty); }
protected virtual void OnUpdateHandlerEvent(AppVersionEventArgs e) { OnUpdateEvent?.Invoke(this, e); }
private void Update() { OnUpdateEvent?.Invoke(); }
/// <summary> /// Update a drawer /// </summary> /// <param name="drawerRef"></param> /// <returns></returns> public async Task UpdateAsync(DrawerRef drawerRef) { await(OnUpdateEvent?.Invoke(drawerRef) ?? Task.CompletedTask); }
public void ResetBuffer() { Init(); bufferPosition = 0; OnUpdateEvent?.Invoke(); }
protected void OnUpdate(float time, float deltaTime) { OnUpdateEvent?.Invoke(time, deltaTime); }