private static int GetBaseFrameTime(TimeSpan averageFrameTime, SlotType slotType)
        {
            // no frame time based on the current PPD calculation selection ('LastFrame', 'LastThreeFrames', etc)
            // this section attempts to give DetermineStats values to detect Hung clients before they have a valid
            // frame time - Issue 10

            // get the average frame time for this client and project id
            if (averageFrameTime > TimeSpan.Zero)
            {
                return(Convert.ToInt32(averageFrameTime.TotalSeconds));
            }

            // no benchmarked average frame time, use some arbitrary (and large) values for the frame time
            // we want to give the client plenty of time to show progress but don't want it to sit idle for days
            else
            {
                // CPU: use 1 hour (3600 seconds) as a base frame time
                int baseFrameTime = 3600;
                if (slotType.Equals(SlotType.GPU))
                {
                    // GPU: use 10 minutes (600 seconds) as a base frame time
                    baseFrameTime = 600;
                }

                return(baseFrameTime);
            }
        }
Exemple #2
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 public void OnPointerClick(PointerEventData eventData)
 {
     if (slotInWhat.Equals(SlotType.QuickInventory))
     {
         inventoryPanelParent.SelectionFrame.anchoredPosition = GetComponent <RectTransform>().anchoredPosition;
         inventoryPanelParent.SelectedSlotIndex = this.slotIndex;
         inventoryPanelParent.theCharacter.selectedInventoryIndex = this.slotIndex;
         //    gameUIScript.SelectedSlotIndex = slotIndex;
     }
 }
    private void Update()
    {
        if (!isEnabled)
        {
            return;
        }

        if (item_quantity.text.Equals("0") || quantity <= 0)
        {
            Clear();
            return;
        }

        if (Input.touchCount == 0 || (Input.touchCount > 1 && Input.GetTouch(1).phase.Equals(TouchPhase.Ended)))
        {
            if (isMoving)
            {
                isMoving    = false;
                isBeingHeld = false;
                SummonItem(slot_item);
                AudioManager.GetInstance().Play("sfx-drop");
                rect.anchoredPosition = startPoint;

                if (item_quantity.text.Equals("0"))
                {
                    isMoving = false;
                    Clear();
                    InventoryController.GetInventoryController().UpdateUI();

                    return;
                }
            }

            isMoving = false;
            return;
        }

        Vector3 position;

        position = Input.touchCount == 2 ? Input.GetTouch(1).position : Input.GetTouch(0).position;

        //position = Camera.main.ScreenToWorldPoint(position);

        if (interactible_box.OverlapPoint(position) || isMoving)
        {
            if (!isBeingHeld)
            {
                AudioManager.GetInstance().Play("sfx-drag");
                isBeingHeld = true;
                HeldType    = slotType;
            }

            if (!HeldType.Equals(slotType))
            {
                return;
            }

            isMoving = true;
            Vector3 Position = new Vector3(position.x, position.y, 0);
            rect.position = Position;
        }
    }
Exemple #4
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      private static int GetBaseFrameTime(TimeSpan averageFrameTime, SlotType slotType)
      {
         // no frame time based on the current PPD calculation selection ('LastFrame', 'LastThreeFrames', etc)
         // this section attempts to give DetermineStats values to detect Hung clients before they have a valid
         // frame time - Issue 10

         // get the average frame time for this client and project id
         if (averageFrameTime > TimeSpan.Zero)
         {
            return Convert.ToInt32(averageFrameTime.TotalSeconds);
         }

         // no benchmarked average frame time, use some arbitrary (and large) values for the frame time
         // we want to give the client plenty of time to show progress but don't want it to sit idle for days
         else
         {
            // CPU: use 1 hour (3600 seconds) as a base frame time
            int baseFrameTime = 3600;
            if (slotType.Equals(SlotType.GPU))
            {
               // GPU: use 10 minutes (600 seconds) as a base frame time
               baseFrameTime = 600;
            }

            return baseFrameTime;
         }
      }