public void Reset() { if (!IsHappened) { return; } IsHappened = false; _coundownTimer = _realSecondsBetweenChecks; if (ChainedEvent != null) { ChainedEvent.Reset(); } if (RootEvent != null) { RootEvent.Reset(); } }
public void Reset() { if (!IsHappened) { return; } IsHappened = false; //(_name + " reset"); if (ChainedEvent != null) { ChainedEvent.Reset(); } if (RootEvent != null) { RootEvent.Reset(); } }
public void Reset() { if (!IsHappened && !IsEnded) { return; } IsHappened = false; IsEnded = false; _previousWorldTime = default(DateTime); _gameSecondsSinceEventStarted = 0f; _coundownTimer = _realSecondsBetweenChecks; if (ChainedEvent != null) { ChainedEvent.Reset(); } if (RootEvent != null) { RootEvent.Reset(); } }