private void ReplaceValidHumanSkill(InputEntity entity, bool isValid, InputHumanSkillState skill) { int code = 0; if (skill != null) { code = skill.SkillCode; } if (!isValid) { isValid = JudgeLength(code); } if (!isValid) { code = _contexts.service .gameServiceSkillCodeService.SkillCodeService .GetCurrentSkillCode(entity.gameInputButton.InputButton, code); } if (isValid) { ITimerService timerService = _contexts.service.gameServiceTimerService.TimerService; timerService.StopTimer(timerService.GeTimer(TimerId.JUDGE_SKILL_TIMER), false); } _contexts.input.ReplaceGameInputHumanSkillState(isValid, code); }
public IActionResult ProccessXML(object someXMLObject) { SomeMethodWithXml(someXMLObject) //Reset Timer _timerService.StopTimer(); _timerService.StartTimer(); return(Ok()); }
public override void Exit() { base.Exit(); if (_timer != null) { _timerService.StopTimer(_timer, false); } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { _timerService.StopTimer(_timer, false); }