private void NotifyDayObservers() { if (totalSeconds % SecondsPerDay == 0) { DayPassed?.Invoke(totalSeconds / SecondsPerDay); } }
public void DayPass() { BurnBehavior.Burn(); Fuel = BurnBehavior.Fuel(); var fuelled = new ReactorDayEventArgs(Fuel, NArray); DayPassed?.Invoke(this, fuelled); }
protected virtual void OnNewDay(DateTime time) { DayPassed handler = NewDay; if (handler != null) { handler(time); } }
protected virtual void OnDawn(DateTime time) { DayPassed handler = Dawn; if (handler != null) { handler(time); } }
public void DayPass() { foreach (var reactor in Reactors) { reactor.DayPass(); } DayPassed?.Invoke(new SystemDayArgsEvent(Reactors, T)); T++; }
// Update is called once per frame void Update() { elapsedTime += Time.deltaTime; if (elapsedTime > secondsPerDay) { elapsedTime -= secondsPerDay; DaysPassed++; DayPassed.Invoke(this, EventArgs.Empty); } timeText.text = "Time: " + DaysPassed + " Days"; }
/// <summary> /// Pass day /// </summary> private void TickDay() { currentTime.CurrentDay++; DayPassed?.Invoke(this, new EventArgsWithPayload <IngameTime>(currentTime)); }
public void DeregisterFromOnDayPassed(DayPassed listener) { OnDayPassed -= listener; }
public void RegisterToOnDayPassed(DayPassed listener) { OnDayPassed += listener; }