Exemple #1
0
 private void TimerEnded()
 {
     _onEnd.Invoke();
     if (_repeat)
     {
         _targetTime = _duration;
     }
 }
Exemple #2
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 void timerEnded()
 {
     onEnd.Invoke();
     if (reapeat)
     {
         targetTime = duration;
     }
 }
Exemple #3
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 public void Stop()
 {
     if (!_awake)
     {
         return;
     }
     _awake = false;
     OnTimerEnd?.Invoke();
 }
    private IEnumerator Timer()
    {
        Debug.Log("Antes do Yield");
        yield return(new WaitForSeconds(Duration));

        Debug.Log("Depois do Yield");

        OnTimerEnd.Invoke(this);
    }
Exemple #5
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 public void Stop()
 {
     if (!_isAwake)
     {
         return;
     }
     Pause();
     Reset();
     OnTimerEnd?.Invoke();
 }
Exemple #6
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    private void CheckForTimerEnd()
    {
        if (RemainingSeconds > 0f)
        {
            return;
        }
        RemainingSeconds = 0f;

        OnTimerEnd?.Invoke();
    }
Exemple #7
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 private void UpdateTimer()
 {
     timerCounter -= Time.deltaTime;
     if (timerCounter < 0)
     {
         timerRunning = false;
         timerCounter = interval;
         onTimerEnd.Invoke();
     }
 }
    private void Tick()
    {
        currentTime -= Time.deltaTime;
        if (currentTime <= 0)
        {
            currentTime = 0;
            OnTimerEnd?.Invoke();
        }

        OnTimerTick?.Invoke(currentTime);
    }
Exemple #9
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        public void End()
        {
            if (ended)
            {
                return;
            }

            ended       = true;
            currentTime = maxTime;
            OnTimerEnd?.Invoke();
        }
        private void Update()
        {
            if (timeStopped)
            {
                return;
            }

            currentTime -= Time.deltaTime;
            if (currentTime <= timeToEnd)
            {
                OnTimerEnd?.Invoke();
                //SpawnTimer = 60;
            }
        }
Exemple #11
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        public void Update(GameTime gameTime)
        {
            if (ended || Paused)
            {
                return;
            }

            currentTime += gameTime.ElapsedGameTime.Milliseconds;
            if (currentTime >= maxTime)
            {
                ended       = true;
                currentTime = maxTime;
                OnTimerEnd?.Invoke();
            }
        }
Exemple #12
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    public void CountTime(float currentTime)
    {
        if (targetTime == duration || isCooldown)
        {
            return;
        }

        duration += currentTime;

        if (duration < targetTime)
        {
            return;
        }

        duration = targetTime;
        OnTimerEnd?.Invoke();
    }
Exemple #13
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    public void PassTime(float currentTime)
    {
        if (duration == 0 || !isCooldown)
        {
            return;
        }

        duration -= currentTime;

        if (duration > 0)
        {
            return;
        }

        duration = 0;
        OnTimerEnd?.Invoke();
    }
    void Update()
    {
        if (!TimerIsStarted)
        {
            return;
        }
        GameTimeLeftTimer -= DeltaTime;


        if (GameTimeLeftTimer <= 0)
        {
            if (!GameEnded)
            {
                OnTimerEnd?.Invoke();
                GameEnded = true;
            }
            GameTimeLeftTimer = 0;
        }
    }
Exemple #15
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        public void StartTimer()
        {
            for (;;)
            {
                foreach (var room in Timers.ToList())
                {
                    Timers[room.Key]--;
                    SendMessage(TimersData[room.Key], Timers[room.Key]);
                    if (Timers[room.Key] <= 0)
                    {
                        RemoveTimer(room.Key);
                        OnTimerEnd?.Invoke(room.Key);
                    }
                }

                Thread.Sleep(1000);
            }

            // ReSharper disable once FunctionNeverReturns
        }
Exemple #16
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        public void Tick(float dt)
        {
            // Timer is done
            if (_duration < 0f)
            {
                return;
            }

            _duration -= dt;

            // Timer is not done
            if (_duration > 0f)
            {
                return;
            }

            _duration = 0f;

            OnTimerEnd?.Invoke();
        }
Exemple #17
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        public void Update()
        {
            if (IsRunning)
            {
                if (TimeRemaining > 0)
                {
                    TimeRemaining -= UnityEngine.Time.deltaTime;

                    if (TimeRemaining <= 5 && !spawnInFiveSecondsFired)
                    {
                        spawnInFiveSecondsFired = true;
                        OnTimerEndInFiveSeconds?.Invoke(UserId);
                    }
                }
                else
                {
                    Reset();
                    OnTimerEnd?.Invoke(UserId);
                }
            }
        }
Exemple #18
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    void UpdateTimer()
    {
        int newLeftTime = (int)(duration - GetPlayTime());

        if (leftTime == newLeftTime)
        {
            return;
        }

        leftTime   = newLeftTime;
        needUpdate = true;

        //audioSource.PlayOneShot(countdownBeepSFX);
        if (leftTime <= 0)
        {
            leftTime  = 0;
            isPlaying = false;
            OnTimerEnd?.Invoke();
            return;
        }
    }
Exemple #19
0
 private void OnDisable()
 {
     StopTimer();
     OnTimerEnd.Invoke();
 }
 public void StopTimer()
 {
     currentTime = 0.0f;
     status      = TimerStatus.Stopped;
     timerEnded.Invoke(currentTime);
 }