void OnPayloadReceived(object sender, Misc.PayloadReceivedEventArgs e) { var msg = e.Payload; if (msg.EventType == "TIMER") { if (msg.Event == "CALL_START") { Started?.Invoke(this, new EventArgs()); } if (msg.Event == "CALL_START_PAUSE") { Paused?.Invoke(this, new EventArgs()); } if (msg.Event == "CALL_END_PAUSE") { Unpaused?.Invoke(this, new EventArgs()); } if (msg.Event == "CALL_END") { Stopped?.Invoke(this, new EventArgs()); } if (msg.Event == "CALL_CANCEL") { Canceled?.Invoke(this, new EventArgs()); } } }
public virtual void Unpause() { isPaused = false; Unpaused.Invoke(); // Register collisions again rigidbody.Sleep(); }
public virtual void Unpause() { if (State == SceneState.PAUSED) { State = SceneState.ACTIVE; } Unpaused?.Invoke(this, new EventArgs()); Resumed?.Invoke(this, new EventArgs()); }
public void UnpauseGame() { gamePaused = false; Unpaused.Invoke(); if (pauseMenu != null && pauseMenu.activeSelf == true) { pauseMenu.SetActive(false); } }
public void Unpause() { // Resume previous motion and collision-registering velocity = previousVelocity; previousVelocity = velocity; // ^ Keep previousVelocity from being 0 rigidbody.WakeUp(); isPaused = false; Unpaused.Invoke(); }
public void Unpause() { isPaused = false; Unpaused.Invoke(); }
public void Unpause() { // Let the gun shoot again isPaused = false; Unpaused.Invoke(); }