Update() public méthode

public Update ( ) : void
Résultat void
Exemple #1
0
        public void CooldownUpdate_ReturnsFalseWhenCalledToSoon()
        {
            var cd  = new Cooldown(TimeSpan.FromMilliseconds(100));
            var now = DateTime.Now;

            Assert.That(cd.Update(now), Is.True);
            Assert.That(cd.Update(now), Is.False);
            Assert.That(cd.Update(now.AddMilliseconds(99)), Is.False);
            Assert.That(cd.Update(now.AddMilliseconds(100)), Is.True);
        }
    private void FixedUpdate()
    {
        if (!m_character.CanMove())
        {
            m_character.Move(Vector3.zero, false);
            m_character.StopSprint();
            return;
        }

        m_sprintCooldown.Update(Time.fixedDeltaTime);
        m_sprintDurationAfterSprintStopped.Update(Time.fixedDeltaTime);

        switch (controlsMode)
        {
        case ControlsMode.Controller:
        case ControlsMode.KeyboardMouse:
            if (Input.GetButton("TargetMode"))
            {
                HandleAiming();
            }
            else
            {
                HandleControllerMovement();
                m_headControl.updateHeadRotation = false;
                m_isAiming = false;
            }
            break;

        case ControlsMode.KeyboardMouseSpecial:
            HandleMouseKeyboardMovement();
            break;
        }
    }
        public void Update(GameTime gameTime)
        {
            if (isWaiting)
            {
                wasWaiting = true;
                return;
            }

            if (wasWaiting)
            {
                wasWaiting = false;
                delay.Reset(DelayMs);
            }

            if (!delay.IsElapsed)
            {
                delay.Update(gameTime.ElapsedGameTime.TotalMilliseconds);
                if (!delay.IsElapsed)
                {
                    return;
                }
            }

            UpdateOverride(gameTime);
        }
Exemple #4
0
        public override void UpdateOverride(GameTime gameTime, GameObject gameObject)
        {
            base.UpdateOverride(gameTime, gameObject);
            var isShooting = Capacity == 0 || remainingBullets > 0;

            if (!isShooting)
            {
                reloadCooldown.Update(gameTime.ElapsedGameTime.TotalMilliseconds);

                if (reloadCooldown.IsElapsed)
                {
                    gunCooldown.Reset(NeedsCooldownAfterReload ? GunCooldownMs : 0);
                    remainingBullets = Capacity;
                }

                return;
            }

            gunCooldown.Update(gameTime.ElapsedGameTime.TotalMilliseconds);
            if (isShooting && gunCooldown.IsElapsed)
            {
                Fire(gameObject);
                remainingBullets--;
                gunCooldown.Reset(GunCooldownMs);

                if (remainingBullets < 1)
                {
                    reloadCooldown.Reset(ReloadDurationMs);
                }
            }
        }
Exemple #5
0
        public override void update()
        {
            switch (_gameState)
            {
            case GameState.Starting:
                break;

            case GameState.Started:
                break;

            case GameState.Ending:
                Time.timeScale   *= 0.9975f;
                _camera.BaseZoom *= 1.0025f;
                _broScene.LetterBox.letterboxSize = 0.99f * _broScene.LetterBox.letterboxSize + 0.01f * LetterBoxSize;
                _transitionDelay.Update();
                if (_transitionDelay.IsReady())
                {
                    PrepareForNewRound();
                    if (_gameHandler.WeHaveAWinner())
                    {
                        EndGame();
                    }
                    else
                    {
                        StartNextRound();
                    }
                }
                break;

            case GameState.Ended:
                break;
            }
        }
Exemple #6
0
 void Update()
 {
     setWeapon();
     coolDown.Update(PlayerConfiguration.ActiveWeapon.Frequency);
     Fire(PlayerConfiguration.ActiveWeapon);
     FireKnife(WeaponCollection.KNIFE);
     Die();
 }
 public override void Update(GameTime gameTime)
 {
     base.Update(gameTime);
     lengthCooldown.Update(gameTime.ElapsedMs());
     if (lengthCooldown.IsElapsed)
     {
         this.RemoveSelf();
     }
 }
        public override void UpdateOverride(GameTime gameTime, GameObject gameObject)
        {
            fireCooldown.Update(gameTime.ElapsedMs());

            if (fireCooldown.IsElapsed)
            {
                EventBroker.FireEvent(EventName);
            }
        }
Exemple #9
0
 void Update()
 {
     m_afterSeconds.Update(Time.deltaTime);
     if (m_afterSeconds.IsOver() && !m_changedLayer)
     {
         m_changedLayer   = true;
         gameObject.layer = (int)Mathf.Log(m_layer, 2.0f);
     }
 }
Exemple #10
0
 public override void Update(GameTime gameTime)
 {
     base.Update(gameTime);
     damageCooldown.Update(gameTime.ElapsedGameTime.TotalMilliseconds);
     if (damageCooldown.IsElapsed)
     {
         Tint = originalTint;
     }
 }
Exemple #11
0
    public void Update(float deltaTime)
    {
        monsterSpawnCooldown.Update(deltaTime);
        waveSpawnCooldown.Update(deltaTime);

        waveService.CollectKillRewards();
        goldManagerController.UpdateView();

        SpawnNextWave();
        SpawnNextMonster();
    }
Exemple #12
0
    public void Update(float deltaTime)
    {
        fireCooldownCounter.Update(deltaTime);

        if (fireCooldownCounter.IsOver)
        {
            MonsterView[] nearbyMonsters = View.GetMonstersInRange();
            StartShootingAtMonster(nearbyMonsters);
            UpdateView();
        }
    }
Exemple #13
0
        public override void Draw(GameTime gameTime, SpriteBatch spriteBatch, GameObject gameObject)
        {
            delay.Update(gameTime.ElapsedMs());
            if (!delay.IsElapsed)
            {
                return;
            }

            var rate = (((IHealth)gameObject).Health.Amount / (double)((IHealth)gameObject).Health.OriginalAmount);

            DrawInner(spriteBatch, rate);
        }
Exemple #14
0
 public override void UpdateOverride(GameTime gameTime, GameObject gameObject)
 {
     base.UpdateOverride(gameTime, gameObject);
     if (TimeoutMs != null)
     {
         timeoutCooldown.Update(gameTime.ElapsedMs());
     }
     if (readyToCommit || (timeoutCooldown != null && timeoutCooldown.IsElapsed))
     {
         gameObject.RemoveSelf();
     }
 }
Exemple #15
0
    void Update()
    {
        coolDown.Update(Ennemy.Weapon.Frequency);

        if (PlayerConfiguration.CurrentPlayer.gameObject == null)
        {
            return;
        }
        LineCastDetection();
        DetectTriggerFire();
        Die();
    }
Exemple #16
0
 public virtual void Update()
 {
     if (isHitted == false)
     {
         cooldownSpawn.Update();
         sprite.transform.localScale = Vector3.one * Mathf.Lerp(0f, size, cooldownSpawn.timeRatio);
     }
     else
     {
         cooldownSplash.Update();
         sprite.transform.localScale = Vector3.one * Mathf.Lerp(size, 0f, cooldownSplash.timeRatio);
     }
 }
Exemple #17
0
    public void Shoot(Vector2 parentPosition, Vector2 orientationChange)
    {
        if (cooldown.Ready)
        {
            foreach (var init in shotInitializers)
            {
                Bullet bullet = Instantiate(bulletPrefab, parentPosition + init.StartPoint, Quaternion.identity);
                bullet.tag = tag;
                if (isAutotargeted)
                {
                    var player       = FindObjectOfType <Player>();
                    var targetVector = (player.transform.position - bullet.transform.position);
                    targetVector.Normalize();
                    bullet.moveVector = targetVector;
                }
                else
                {
                    bullet.moveVector = init.Orientation * orientationChange;
                }

                bullet.transform.localScale = Vector3.one * scale;
                bullet.damage = damage;
                cooldown.Update(Time.deltaTime, true);

                if (isHoming)
                {
                    if (tag == "Player")
                    {
                        var enemies = FindObjectsOfType <Enemy>();
                        if (enemies.Length > 0)
                        {
                            bullet.target = enemies[0].transform;
                        }
                    }
                }
            }
        }
    }
        public override void UpdateOverride(GameTime gameTime, GameObject gameObject)
        {
            base.UpdateOverride(gameTime, gameObject);

            if (activeIndex >= KeyFrames.Count)
            {
                return;
            }

            var akf = KeyFrames[activeIndex];

            keyFrameDuration.Update(gameTime.ElapsedGameTime.TotalMilliseconds);
            keyFrameHold.Update(gameTime.ElapsedGameTime.TotalMilliseconds);
            if (keyFrameDuration.IsElapsed)
            {
                if (!isHoldingFrame)
                {
                    isHoldingFrame = true;
                    keyFrameHold.Reset(akf.HoldMs);
                }
                else if (keyFrameHold.IsElapsed)
                {
                    activeIndex++;

                    if (activeIndex >= KeyFrames.Count)
                    {
                        return;
                    }

                    akf = KeyFrames[activeIndex];
                    KeyFrameStarted(akf, gameTime, gameObject);
                }

                return;
            }

            var amount = keyFrameDuration.Progress;

            var cx = MathHelper.Lerp(keyFrameStartX, (float)(akf.ToX ?? gameObject.Ox + akf.TranslateX), (float)Ease(amount));
            var cy = MathHelper.Lerp(keyFrameStartY, (float)(akf.ToY ?? gameObject.Oy + akf.TranslateY), (float)Ease(amount));

            if (akf.ToR.HasValue || akf.FromR.HasValue)
            {
                gameObject.R = MathHelper.Lerp((float)(akf.FromR ?? keyFrameStartR), (float)(akf.ToR ?? keyFrameStartR), (float)Ease(amount));
            }

            gameObject.MoveX += cx - gameObject.X;
            gameObject.MoveY += cy - gameObject.Y;
        }
    IEnumerator StunRoutine(Interactor interactor)
    {
        ElephantMovement movement = interactor.GetComponent <ElephantMovement>();

        if (movement)
        {
            movement.Punch();
        }

        if (OnStun != null)
        {
            OnStun(new StunEventData(interactor.gameObject, gameObject));
        }

        var stateEnemy   = GetComponent <StatePatternEnemy>();
        var navMeshAgent = GetComponent <NavMeshAgent>();

        stateEnemy.StopMovement();
        stateEnemy.enabled   = false;
        navMeshAgent.enabled = false;
        interactor.GetComponent <AudioSource>().PlayOneShot(stunEnemyHitSound);

        if (stunIndicatorDestroyComp == null)
        {
            // Spawn stun indicator
            GameObject go = Instantiate <GameObject>(stunIndicatorPrefab);
            go.transform.parent        = transform;
            go.transform.localPosition = stunIndicatorOffset;
            stunIndicatorDestroyComp   = go.GetComponent <FadeAndDestroy>();
            stunIndicatorDestroyComp.FadeInOutAndDestroy(0.15f, m_stunDuration.timeInSeconds - 0.5f, 0.35f);
        }
        else
        {
            stunIndicatorDestroyComp.ResetDuration();
        }

        while (!m_stunDuration.IsOver())
        {
            m_stunDuration.Update(Time.deltaTime);
            yield return(null);
        }

        m_stunDuration.Start();
        stateEnemy.enabled       = true;
        navMeshAgent.enabled     = true;
        m_stunRoutine            = null;
        stunIndicatorDestroyComp = null;
    }
Exemple #20
0
        public void Update(GameTime gameTime, GameObject gameObject)
        {
            if (!isWaitingForEvent && WaitForEvent != null)
            {
                isWaitingForEvent = true;
                EventBroker.SubscribeOnce(WaitForEvent, s => { isWaitingForEvent = false; WaitForEvent = null; });
            }

            if (isWaitingForEvent)
            {
                return;
            }

            if (delay == null)
            {
                delay = new Cooldown(DelayMs);
            }

            if (length == null)
            {
                length = new Cooldown(DelayMs + LengthMs);
            }

            length.Update(gameTime.ElapsedMs());
            if (length.IsElapsed)
            {
                return;
            }

            if (!delay.IsElapsed)
            {
                delay.Update(gameTime.ElapsedMs());
                if (!delay.IsElapsed)
                {
                    return;
                }
            }

            if (isFirstUpdate)
            {
                OnFirstUpdate(gameTime, gameObject);
                isFirstUpdate = false;
            }

            UpdateOverride(gameTime, gameObject);
        }
    void Update()
    {
        towerProjection.transform.position = transform.position;

        collisionCooldown.Update(Time.deltaTime);
        if (collisionCooldown.IsOver)
        {
            isColliding = false;
        }
        else
        {
            isColliding = true;
        }

        RaycastForProjectionState();
        VisualizePlaceability();
    }
    void Update()
    {
        m_cooldown.Update(Time.deltaTime);

        if (Stunned())
        {
            time_stunned += Time.deltaTime;

            if (time_stunned > maxStunTime)
            {
                maxStunTime = time_stunned;
                if (stunTimeArchieved != null)
                {
                    stunTimeArchieved.Invoke(maxStunTime);
                }
            }
        }
    }
    void Update()
    {
        if (m_elefantmovement.IsInStonePose())
        {
            return;
        }

        if (m_controllWithSlider)
        {
            m_animatorForTrunk.SetFloat("TrunkStiffness", desiredTrunkStiffness);
            return;
        }

        m_stiffnessChangeCooldown.Update(Time.deltaTime);

        if (m_stiffnessChangeCooldown.IsOver() && Mathf.Abs(m_elefantmovement.GetRotationSpeed()) > m_rotationSpeedEpsilon ||
            m_elephantControl.aiming)
        {
            desiredTrunkStiffness = 1.0f;
        }
        else
        {
            desiredTrunkStiffness = 0.0f;
        }

        float direction = 0.0f;

        if (m_trunkStiffness < desiredTrunkStiffness - Mathf.Epsilon)
        {
            direction = 1.0f;
        }
        else if (m_trunkStiffness > desiredTrunkStiffness + Mathf.Epsilon)
        {
            direction = -1.0f;
        }

        m_trunkStiffness += m_transitionSpeed * Time.deltaTime * direction;
        Mathf.Clamp(m_trunkStiffness, desiredTrunkStiffness, 1.0f);
        Mathf.Clamp01(m_trunkStiffness);

        m_animatorForTrunk.SetFloat("TrunkStiffness", m_trunkStiffness);
    }
Exemple #24
0
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            damageCooldown.Update(gameTime.ElapsedGameTime.TotalMilliseconds);
            if (damageCooldown.IsElapsed)
            {
                Tint = Color.White;
            }

            increaseDifficultyCooldown.Update(gameTime.ElapsedGameTime.TotalMilliseconds);
            if (increaseDifficultyCooldown.IsElapsed)
            {
                GameSpeedManager.IncreaseDifficulty();
                increaseDifficultyCooldown.Reset(increaseDifficultyDelay);
            }

            UpdateMana(gameTime);
            UpdatePayback(gameTime);
        }
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            if (!hadOneFullUpdate)
            {
                hadOneFullUpdate = true;
                return;
            }

            duplicateCooldown.Update(gameTime.ElapsedGameTime.TotalMilliseconds);
            if (duplicateCooldown.IsElapsed && Count > 1)
            {
                var c = this.originalClone;
                this.originalClone = null;
                this.Count         = 0;
                c.Count--;
                Game.Objects.Add(c);
                c.GeneralDirection += DegIncrement;
            }
        }
    private void Update()
    {
        if (m_stunned)
        {
            m_stunnedCooldown.Update(Time.deltaTime);

            if (m_stunnedCooldown.IsOver() && OnStunnedCooldownOver != null)
            {
                OnStunnedCooldownOver();
                m_stunned = false;
                m_stunnedCooldown.Start();
            }
        }

        if (!_shockCooldown.IsOver())
        {
            _shockCooldown.Update(Time.deltaTime);
            if (!CamouflageModeActive)
            {
                return;
            }
        }

        List <GameObject> miceInRange;

        if (IsMouseInRange(out miceInRange))
        {
            if (CamouflageModeActive)
            {
                ExitCamouflageMode();
            }
            Debug.Log("OnElephantShocked()");
            if (OnElephantShocked != null)
            {
                OnElephantShocked(new ShockEventData(miceInRange));
            }
        }
    }
Exemple #27
0
    private void Update()
    {
        _crosshairFadeCooldown.Update(Time.deltaTime);
        _ammunitionFadeCooldown.Update(Time.deltaTime);
        _killCountFadeCooldown.Update(Time.deltaTime);

        Crosshair.color = Utility.ColorAlpha(insightCrosshairColours[inSightType], Crosshair.color.a);

        var vehicle = PlayerController.Current.GetVehicle();

        if (vehicle != null)
        {
            KillCountText.text  = string.Format("{0}", Player.Current.KillCount);
            AmmunitionText.text = string.Format("{0} / {1}", vehicle.GetPrimaryWeapon().GetClipRemaining(), vehicle.GetPrimaryWeapon().ClipCapacity);
        }

        if (hitCooldown >= 0f)
        {
            hitCooldown -= Time.deltaTime;
            var hitAlpha = hitCooldown / hitTime;
            HitCrosshair.color = new Color(1f, 1f, 1f, hitAlpha);
            if (hitCooldown < 0)
            {
                HitCrosshair.enabled = false;
            }
        }

        if (DamageCooldown > 0)
        {
            DamageCooldown -= Time.deltaTime;
        }
        if (DamageCooldown < 0)
        {
            DamageCooldown = 0;
        }

        Damage.color = new Color(1, 1, 1, Mathf.Clamp(DamageCooldown, 0, 1));
    }
        protected override void UpdateOverride(GameTime gameTime)
        {
            if (Count < 1)
            {
                return;
            }

            cooldown.Update(gameTime.ElapsedGameTime.TotalMilliseconds);
            if (cooldown.IsElapsed)
            {
                var c = (GameObject)Prototypes.All[ReferenceName].Clone();
                GameObject.Game.Objects.Add(c);
                c.X              = X;
                c.Y              = Y;
                c.R             += totalRIncrement;
                X               += XIncrement;
                Y               += YIncrement;
                totalRIncrement += RIncrement;
                Count--;

                cooldown.Reset(CooldownMs);
            }
        }
    void Update()
    {
        if (m_removed)
        {
            return;
        }

        if (removeOnRigidbodyRest)
        {
            if (m_rigidbody && m_rigidbody.IsSleeping())
            {
                Remove();
            }
        }
        else
        {
            if (removeAfter.IsOver())
            {
                Remove();
            }
        }

        removeAfter.Update(Time.deltaTime);
    }
    void Update()
    {
        m_cooldown.Update(Time.deltaTime);

        if (Input.GetMouseButton(0) && m_cooldown.IsOver())
        {
            RaycastHit hitInfo;
            var        ray    = Camera.main.ScreenPointToRay(Input.mousePosition);
            var        rayHit = Physics.Raycast(ray, out hitInfo);

            if (rayHit)
            {
                var bullet = global::Spawner.Spawn(m_bulletPrefab, Camera.main.ScreenToWorldPoint(Input.mousePosition));
                Debug.Assert(bullet.GetComponent <SpawnerExampleBullet>(), "Bullet should have a bullet component.");
                bullet.GetComponent <SpawnerExampleBullet>().Shoot(ray.direction * 10.0f);
                if (OnShoot != null)
                {
                    OnShoot.Invoke(new ShootEventData(gameObject));
                }

                m_cooldown.Start();
            }
        }
    }