public void beforeLoadLevel(string curLevel, string nextLevel) { ConsoleEx.DebugLog("BeforeLoadLevel. curlevel = " + curLevel + " next level = " + nextLevel); LastScenesName = curLevel; CurScenesName = nextLevel; if (curLevel == SceneName.GAME_BATTLE && nextLevel == SceneName.MAINUI) { TimeMgr.getInstance().setBaseLine(1.0f); } switch (nextLevel) { case SceneName.LOGIN_SCENE: Core.Data.soundManager.BGMPlay(SceneBGM.BGM_Login); break; case SceneName.GAME_BATTLE: Core.Data.soundManager.BGMPlay(SceneBGM.BGM_BATTLE); break; case SceneName.MAINUI: Core.Data.soundManager.BGMPlay(SceneBGM.BGM_GAMEUI); break; case SceneName.GameMovie: Core.Data.soundManager.BGMStop(); break; } }
// Update is called once per frame void Update() { bool click = Input.GetMouseButtonDown(0); if (OverSkill_Key) { if (click) { if (BattleInfo == null || !BattleInfo.hasLiquidate) { if (TimeMgr.getInstance().WarPause == false) //暂停的时候不能点击 { OverSkill_Add++; } } } } if (OverSkill_KeyUI) { if (click) { Core.Data.soundManager.BtnPlay(ButtonType.Confirm); } } if (Man_L != null && Man_R != null && Man_L.NowAnimType == CRLuoAnim_Main.Type.Idle && Man_R.NowAnimType == CRLuoAnim_Main.Type.Idle) { Screen_Brightness_ONOFF(true); } }
/// <summary> /// 继续战斗 /// </summary> public void OnContinue() { gameObject.SetActive(false); ///战斗暂停已结束 TimeMgr.getInstance().WarPause = false; TimeMgr.getInstance().revertToBaseLine(); }
/// <summary> /// 设定是否需要战斗加速 /// </summary> void SetBattleStatus() { /// /// 计时模块,设定战斗的初始值为1.3F /// TemporyData temp = Core.Data.temper; bool featurewar = temp.currentBattleType == TemporyData.BattleType.FightWithFulisa; if (!featurewar) { TimeMgr.getInstance().setBaseLine(ButtonListener.BaseSpeed); } AccountConfigManager accMgr = Core.Data.AccountMgr; if (accMgr.UserConfig.SpeedUp > 0) { SpeedOrSkipMgr.OnAddSpeedButtonClick(); } if (accMgr.UserConfig.AutoBat > 0) { SpeedOrSkipMgr.OnAutoButtonClick(); } }
public void OnGiveUp() { if (hasClick) { return; } hasClick = true; /// /// 跳过战斗的播放动画 /// Core.Data.temper.SkipBattle = true; BanBattleProcess.Instance.skip = true; /// /// 保存战斗的速度状态 /// BanBattleManager battleMgr = BanBattleManager.Instance; battleMgr.SpeedOrSkipMgr.SpeedUpAndAutoSave(); battleMgr.attackSideInfo.CancelInvoke(); /// ///战斗暂停已结束 /// TimeMgr.getInstance().WarPause = false; TimeMgr.getInstance().setBaseLine(1f); StopAllCoroutines(); AsyncTask.RemoveAllDelayedWork(); SettleBossBattle(); updatePlayerLv(); Core.SM.beforeLoadLevel(SceneName.GAME_BATTLE, SceneName.MAINUI); AsyncLoadScene.m_Instance.LoadScene(SceneName.MAINUI); Core.Data.temper.WarErrorCode = -1; }
void FixedUpdate() { if (m_game.m_state == Game.State.ST_Running) { if (TimeMgr.getTimeStampMicro() > m_curTime) { if (!m_game.m_bSer) { Vector2 cltPos = new Vector2(m_game.m_ball.position.x, m_game.m_ball.position.z); Vector2 cltVel = new Vector2(m_game.m_ball.rigidbody.velocity.x, m_game.m_ball.rigidbody.velocity.z); float deltaTime = (TimeMgr.getTimeStampMicro() - m_curTime) / 1000.0f; Vector2 posB = m_svrPos + m_svrVel * deltaTime; Vector2 pos = cltPos * (1 - m_rate) + posB * m_rate; m_game.m_ball.position = new Vector3(pos.x, m_game.m_ball.position.y, pos.y); Vector2 vel = cltVel * (1 - m_rate) + m_svrVel * m_rate; Debug.Log(cltVel.y + "," + cltVel.y * (1 - m_rate)); m_game.m_ball.rigidbody.velocity = new Vector3(vel.x, m_game.m_ball.rigidbody.velocity.y, vel.y); Debug.Log("CltPos:" + cltPos + ",SvrPos:" + m_svrPos + ",CltVel:" + cltVel + ",SvrVel:" + m_svrVel); } } if (m_shots.Count > 0) { Vector2 dir = m_shots.Dequeue(); Vector3 vec = m_game.m_ball.rigidbody.velocity; if (m_game.m_bottom && m_game.m_ball.position.z >= 0 || !m_game.m_bottom && m_game.m_ball.position.z <= 0) { Vector3 direction = new Vector3(dir.x, 0, dir.y); m_game.m_ball.rigidbody.velocity = direction; } } } }
//重置 public void ResetSpeedUp() { curLoop = 0; SpeedUp.GetComponent <UIButton>().normalSprite = "zhandoujiasu"; //设定基线 TimeMgr.getInstance().setBaseLine(1F); }
/// <summary> /// 暂停游戏 /// </summary> public void OnPauseClick() { pausePanelView.gameObject.SetActive(true); pausePanelView.init(); Time.timeScale = 0f; TimeMgr.getInstance().WarPause = true; }
void Start() { s_curTiliMgr = this; _timeMgr = _timeMgrObject.GetComponent <TimeMgr>(); InvokeRepeating("Timer", _invokeRepeatDeltaTime, _invokeRepeatDeltaTime); happinessChange(UserData.getInstance().getHappinessNum()); }
void SetupSingletons() { GameController gameCtrl = Singleton.GetInstance("GameController") as GameController; TimeMgr timeMgr = Singleton.GetInstance("TimeMgr") as TimeMgr; timeMgr.StartTimer(); timeMgr.AddTimeEvent(TimeMgr.TimeEvent.NewTimeEvent("AA", gameCtrl.StartGame, 1)); }
private void end() { isStart = false; if (OnEnd != null) { OnEnd(); } TimeMgr.RemoveTimer(this); }
public void Connect(string host, string port) { Client.Instance.Connect(host, port); if (client.isConnect) { timeMgr = new TimeMgr(); timeMgr.StartTimer(); } }
void QueueEnd(TimerTask t) { //回归基线 /// ///如果战斗没有暂停的话,回归 if (!TimeMgr.getInstance().WarPause) { TimeMgr.getInstance().revertToBaseLine(); } }
public void Awake() { if (instance == null) { instance = this; } else { Destroy(this); } }
public void Start() { isStart = true; startTime = Time.time; curTime = startTime; endTime = curTime + duration; TimeMgr.AddTimer(this); if (OnStart != null) { OnStart(); } }
void Update() { if (m_state == State.ST_Start) { m_state = State.ST_Running; m_time = 0; m_input.m_enabled = true; if (m_bottom) { m_other.position = m_tranUp.position; m_other.rotation = m_tranUp.rotation; Camera.main.transform.position = m_tranBottom.position; Camera.main.transform.rotation = m_tranBottom.rotation; } else { m_other.position = m_tranBottom.position; m_other.rotation = m_tranBottom.rotation; Camera.main.transform.position = m_tranUp.position; Camera.main.transform.rotation = m_tranUp.rotation; } m_ball.position = m_tranBall.position; m_ball.rotation = m_tranBall.rotation; } if (m_state == State.ST_Running) { if (m_time > m_gameTime) { m_state = State.ST_End; CmdPacket packet = new CmdPacket(); //packet.WriteUShort(Proto.C_AutoMatch); //m_client.m_client.Send(packet); } m_time += Time.deltaTime; //同步位置和速度 if (m_bSer) { //if (Time.realtimeSinceStartup - m_lstSyncTime > Time.deltaTime) { CmdPacket packet = new CmdPacket(); packet.WriteUShort(Proto.Synch_Pos); packet.WriteUInt64(TimeMgr.getTimeStampMicro()); packet.WriteFloat(m_ball.position.x); packet.WriteFloat(m_ball.position.z); packet.WriteFloat(m_ball.rigidbody.velocity.x); packet.WriteFloat(m_ball.rigidbody.velocity.z); m_client.send(packet); m_lstSyncTime = Time.realtimeSinceStartup; } } } }
public void Launch() { if (isLaunched) { return; } eventHandler = ClientBase.EventHandler.GetEventHandler(); client = Client.Instance; timeMgr = new TimeMgr(); timeMgr.StartTimer(); InitClient(); SendMsg("olleH! revreS"); isLaunched = true; }
public DateTime?Convert(string source, DateTime?destination, ResolutionContext context) { if (string.IsNullOrWhiteSpace(source)) { return(null); } DateTime dateTime; if (!DateTime.TryParse($"{TimeMgr.GetLoaclDateTime().ToString("yyyy-MM-dd")} {source}", out dateTime)) { return(null); } return(dateTime); }
void Update() { ulong dtTime = TimeMgr.SinceTimeMs(mLastUpdateTime); mLastUpdateTime = TimeMgr.CurTimeMs; SocketMgr.Update(); StateMgr.Update(); ResMgr.Update(); HttpMgr.Update(); if (null != GameSceneMgr) { GameSceneMgr.Update(dtTime); } TimerManager.Instance.Update(dtTime); }
public void addAchievementNum(AchievementType type, int count) { int num = PlayerPrefs.GetInt(KEY_ACHIEVENT_TYPE_NUM + type, 0); num += count; PlayerPrefs.SetInt(KEY_ACHIEVENT_TYPE_NUM + type, num); for (int i = 0; i < _achievementArray.Count; i++) { if (_achievementArray[i].type == type && _achievementArray[i].typeConfig <= num && PlayerPrefs.GetInt(KEY_ACHIEVENT_GET_DAY + _achievementArray[i].id, -1) == -1) { PlayerPrefs.SetInt(KEY_ACHIEVENT_GET_DAY + _achievementArray[i].id, TimeMgr.getCurTimeMgr().getCurDayFromStartDay()); _achievementArray[i].compliteday = TimeMgr.getCurTimeMgr().getCurDayFromStartDay(); getRewardById(_achievementArray[i].id); } } }
/// <summary> /// 获取时间详细数据 /// year 包括纪元的四位数的年份 /// month 月份数字,一位数的月份有一个前导零 /// day 月中的某一天,一位数的日期有一个前导零 /// hour : 24小时制 /// minute : 分钟 /// Second : 秒 /// </summary> public static LPCMapping GetTimeDetail(int sec, bool show24) { // 转换为DateTime DateTime dt = TimeMgr.ConvertIntDateTime(sec); LPCMapping data = LPCMapping.Empty; // 2018-10-12 24:00:00 // 不需要修正向下修正格式化后2018-10-13 00:00:00 // 向下修正后显示2018-10-12 24:00:00 if (!show24) { data.Add("year", dt.Year); data.Add("month", dt.Month); data.Add("day", dt.Day); data.Add("hour", dt.Hour); data.Add("minute", dt.Minute); data.Add("Second", dt.Second); return(data); } // 如果时间不是00:00:00, 直接返回当前时间 if (dt.Hour != 0 || dt.Minute != 0 || dt.Second != 0) { data.Add("year", dt.Year); data.Add("month", dt.Month); data.Add("day", dt.Day); data.Add("hour", dt.Hour); data.Add("minute", dt.Minute); data.Add("Second", dt.Second); return(data); } // 转换为DateTime,在原来时间减1秒让时间推移到上一天 DateTime dt1 = TimeMgr.ConvertIntDateTime(sec - 1); // 构建数据 data.Add("year", dt1.Year); data.Add("month", dt1.Month); data.Add("day", dt1.Day); data.Add("hour", 24); data.Add("minute", 0); data.Add("Second", 0); // 返回格式化后数据 return(data); }
void QueueNormal(TimerTask t) { AsyncTask.QueueOnMainThread(() => { if (timer <= 0) { if (Time.timeScale < TimeMgr.getInstance().getExtLine(BanTimeCenter.Scale_Down_To)) { TimeMgr.getInstance().setExtLine(BanTimeCenter.Scale_Down_To); } } else { TimeMgr.getInstance().setExtLine(BanTimeCenter.Scale_Down_Slow); } timer = 0; }); }
/// <summary> /// 回收协程 /// </summary> /// <returns>The daemon.</returns> private IEnumerator RecycleDaemon() { // 永固不停歇的回收资源 while (true) { // TODO,还需要按“最远未使用”进行过滤resource yield return(TimeMgr.WaitForRealSeconds(10f)); // 不需要回收资源 if (!mAutoRecycle) { continue; } // 回收资源 Recycle(false); } }
public void StartGame(float deltaTime) { map = new Map(); map.col = 14; map.row = 16; map.Init(GameObject.Find("Canvas/Map").transform); selfEmitter = new GridEmitter(); selfEmitter.Init(true); enermyEmitter = new GridEmitter(); enermyEmitter.Init(false); TimeMgr timeMgr = Singleton.GetInstance("TimeMgr") as TimeMgr; TimeMgr.TimeEvent timeEvt = TimeMgr.TimeEvent.NewTimeEvent("SelfEmitter", SelfSpawnGrids, 0, 3); timeMgr.AddTimeEvent(timeEvt); timeEvt = TimeMgr.TimeEvent.NewTimeEvent("EnermyEmitter", EnermySpawnGrids, 0, 3); timeMgr.AddTimeEvent(timeEvt); GameObject.Find("Canvas/bg").GetComponent <SwipeRecognizer>().OnGesture += OnSwipe; }
void SpeedUpClick() { if (OpenSpeedUp) { //当前的速度 float curFactor = 1.0f; if (curLoop == 0) { curFactor = BaseSpeed + deltaSpeed; curLoop = 1; } else { curFactor = BaseSpeed; curLoop = 0; } if (curLoop == 0) { SpeedUp.GetComponent <UIButton>().normalSprite = "zhandoujiasu"; } else { SpeedUp.GetComponent <UIButton>().normalSprite = "zhandoujiasu2"; } //设定基线 TimeMgr.getInstance().setBaseLine(curFactor); StartCoroutine(FadeIn()); } else { StartCoroutine(VipOpenSpeedUp()); } }
public virtual void ExecuteBaseMap(EntityTypeBuilder <T> builder, string tableName) { builder.ToTable(tableName); #region 主键设置 // builder.HasKey(p => p.Id); //builder.Property(p => p.Id).ValueGeneratedOnAdd(); //主键ID自动增长生成 #endregion #region 数据状态设置(需要去数据可配置默认值“Enable”) //定义枚举到数据的转换器 var stateConverter = new ValueConverter <DataState, int> (p => (int)p, p => (DataState)p); //设置插入的时候使用数据库的默认值,也就是说生成数据局后还要去设置默认值 builder.Property(p => p.State).HasDefaultValue(DataState.Enable).IsRequired(); #endregion #region 数据创建时间配置 (需要去数据可配置默认值“getdate ()”) builder.Property(p => p.CreateTime).HasDefaultValue(TimeMgr.GetLoaclDateTime()).ValueGeneratedOnAdd().IsRequired(); #endregion #region 数据最后更新时间配置 builder.Property(p => p.LastUpdateTime).HasDefaultValue(TimeMgr.GetLoaclDateTime()).ValueGeneratedOnAddOrUpdate().IsRequired(); #endregion }
private void startTimer() { /// /// --- 如果是自动战斗,则不让时间流逝的变慢 ---- /// AccountConfigManager accMgr = Core.Data.AccountMgr; bool makeTimeQucik = accMgr.UserConfig.AutoBat == (short)1; if (makeTimeQucik == false) { TimeMgr.getInstance().setExtLine(BanTimeCenter.Scale_Down_Slow); } long now = Core.TimerEng.curTime; long end = now + 8; TimerTask task = new TimerTask(now, end, 1, ThreadType.MainThread); if (makeTimeQucik == false) { task.onEvent = QueueNormal; } task.onEventEnd = QueueEnd; task.DispatchToRealHandler(); }
private void Awake() { Instance = this; }
void Awake() { Instance = this; handers = new List <TimerHandler>(); }
// ------------------------------------------------------------------------------------------------------------------------------------------ // Use this for initialization // ------------------------------------------------------------------------------------------------------------------------------------------ void Awake() { // set singleton s_instance = this; }
// Awake is called when the script instance is being loaded. void Awake() { mInstance = this; }