public void when_execute() { Contexts contexts = null; Mock <ITimeService> timeServiceMock = null; TimeSystem timeSystem = null; before = () => { contexts = new Contexts(); timeServiceMock = new Mock <ITimeService>(); timeSystem = new TimeSystem(contexts, timeServiceMock.Object); timeSystem.Initialize(); }; new Each <float, float> { { 1f, 1f }, { 2f, 2f }, { 1.5f, 1.5f } }.Do((given, expected) => { it["Delta time component must be {0}".With(expected)] = () => { timeServiceMock.SetupGet(x => x.DeltaTime).Returns(given); timeSystem.Execute(); contexts.time.deltaTime.value.should_be(expected); }; }); }
// Use this for initialization void Awake() { timeSystem = TimeSystem.GetInstance(); plantedTime = timeSystem.GetTime(); SetPhaseIndex(0); }
private void CheckTimeout() { float curTime = TimeSystem.GetSecondsSinceStartup(); if (curTime - m_lastCheckTimeoutStamp >= 5) { m_lastCheckTimeoutStamp = curTime; var list = m_listRspListener.ToArray(); for (int i = 0; i < list.Length; i++) { var helper = list[i]; float dt = curTime - helper.timestamp; if (dt >= helper.timeout) { m_listRspListener.Remove(helper.index); if (helper.onErr != null) { helper.onErr.DynamicInvoke(NetErrorCode.Timeout); } Debuger.LogWarning("cmd:{0} Is Timeout!", helper.cmd); } } } }
protected override void OnCreate() { base.OnCreate(); m_Canvas = World.GetOrCreateSystem <ClientCanvasSystem>().CreateCanvas(out _, "UIDrumCanvas", defaultAddRaycaster: false); m_Canvas.renderMode = RenderMode.WorldSpace; m_Canvas.transform.localScale = new Vector3() * 0.05f; m_CameraQuery = GetEntityQuery(typeof(GameCamera)); var address = AddressBuilder.Client() .Folder("Models") .Folder("InGame") .Folder("UIDrum") .GetAsset("UIDrumPressure"); for (var i = 1; i <= 4; i++) { DrumPresentationPools[i] = new AsyncAssetPool <GameObject>(address); DrumBackendPools[i] = new AssetPool <GameObject>(CreateBackendDrumGameObject, World); DrumVariantCount[i] = 0; } timeSystem = World.GetExistingSystem <TimeSystem>(); m_EngineQuery = GetEntityQuery(typeof(RhythmEngineDescription), typeof(Relative <PlayerDescription>)); }
public override int GetHashCode() { int hash = 1; if (latencies_ != null) { hash ^= Latencies.GetHashCode(); } if (TimeElapsed != 0D) { hash ^= TimeElapsed.GetHashCode(); } if (TimeUser != 0D) { hash ^= TimeUser.GetHashCode(); } if (TimeSystem != 0D) { hash ^= TimeSystem.GetHashCode(); } hash ^= requestResults_.GetHashCode(); if (CqPollCount != 0UL) { hash ^= CqPollCount.GetHashCode(); } return(hash); }
void Start() { inputHandler = gameObject.GetComponent <InputHandler>(); TimeSystem.GetTimeSystem().AddTimer(this); uiModule = GiraffeSystem.FindModule <UIModule>(); playerCamera = gameObject.GetComponentInChildren <RaceCamera>(); rigidbody = gameObject.GetComponentInChildren <Rigidbody>(); var root = GameObject.Find("Root"); indicator = root.FindChildByName("Billboard").GetComponent <EmoticonIndicator>(); ghost = root.FindChildByName("Ghost"); //inputHandler.OnUpKey = () => { AddForce(Vector3.back); }; inputHandler.OnDownKey = () => { AddForce(Vector3.forward); }; inputHandler.OnLeftKey = () => { AddForce(Vector3.left); }; inputHandler.OnRightKey = () => { AddForce(Vector3.right); }; inputHandler.OnInputFinish = ProcessForce; inputHandler.OnSpaceDown = TryBooster; // audio dragging = gameObject.FindChildByName("Dragging").GetComponent <AudioSource>(); booster = gameObject.FindChildByName("Booster").GetComponent <AudioSource>(); }
public override int GetHashCode() { int hash = 1; if (TimeElapsed != 0D) { hash ^= TimeElapsed.GetHashCode(); } if (TimeUser != 0D) { hash ^= TimeUser.GetHashCode(); } if (TimeSystem != 0D) { hash ^= TimeSystem.GetHashCode(); } if (TotalCpuTime != 0UL) { hash ^= TotalCpuTime.GetHashCode(); } if (IdleCpuTime != 0UL) { hash ^= IdleCpuTime.GetHashCode(); } if (CqPollCount != 0UL) { hash ^= CqPollCount.GetHashCode(); } if (coreStats_ != null) { hash ^= CoreStats.GetHashCode(); } return(hash); }
public mgCategory() { InitializeComponent(); LoadDataGid(); TimeSystem.Start(); }
public void Active(IPEndPoint remoteEndPoint) { m_lastActiveTime = (int)TimeSystem.GetSecondsSinceStartup(); m_active = true; this.remoteEndPoint = remoteEndPoint as IPEndPoint; }
//冒泡排序3 public static void BubSortV3(int[] arr) { TimeSystem.TickStart(); int sweapCount = 0; int compareCount = 0; int sweapIndex = 0; bool chageFlag; int len = arr.Length - 1; for (int i = 0; i < arr.Length - 1; i++) { chageFlag = false; for (int j = 0; j < len; j++) { compareCount++; if (arr[j] > arr[j + 1]) { Sweap(arr, j, j + 1); sweapCount++; sweapIndex = j; chageFlag = true; } } len = sweapIndex; if (!chageFlag) { break; } } TimeSystem.TickEnd(); LogArr(arr); Debug.LogError(compareCount + " " + sweapCount); }
public override int GetHashCode() { int hash = 1; if (TimeElapsed != 0D) { hash ^= TimeElapsed.GetHashCode(); } if (TimeUser != 0D) { hash ^= TimeUser.GetHashCode(); } if (TimeSystem != 0D) { hash ^= TimeSystem.GetHashCode(); } if (TotalCpuTime != 0UL) { hash ^= TotalCpuTime.GetHashCode(); } if (IdleCpuTime != 0UL) { hash ^= IdleCpuTime.GetHashCode(); } return(hash); }
public void SetInfo() { ///设置已签到的对象 foreach (var data in PlayerData.Signs) { GameObject signItem = singIned[data.signId.ToString()]; ResourceMgr.CreateUIPrefab("GUIs/SignIn/siged", signItem.transform); Utility.FindChild <Button>(signItem.transform, "icon").interactable = false; } ///设置过期对象 for (int i = 0; i < TimeSystem.GetCurrentDay - 1; i++) { GameObject signItem = signs[i]; if (signItem.transform.childCount == 3) { ResourceMgr.CreateUIPrefab("GUIs/SignIn/passed", signs[i].transform); Utility.FindChild <Button>(signItem.transform, "icon").interactable = false; } } GameObject today = signs[TimeSystem.GetCurrentDay - 1]; ResourceMgr.CreateUIPrefab("GUIs/SignIn/SignInSelect", today.transform); for (int i = TimeSystem.GetCurrentDay; i < TimeSystem.DaysInMonth(); i++) { GameObject signItem = signs[i]; Utility.FindChild <Button>(signItem.transform, "icon").interactable = false; } }
//选择排序 不稳定的 public static void SelSort(int[] arr) { TimeSystem.TickStart(); int changeTimes = 0; int min = 0; int loopCount = 0; for (int i = 0; i < arr.Length - 1; i++) { //将第一个未排序的下标记录 min = i; for (int j = i + 1; j < arr.Length; j++) { loopCount++; //如果当前元素小于最小值,则将当前元素设为最小值 if (arr[j] < arr[min]) { min = j; } } //如果min有修改过,则说明第一个未排序的数不是最小的,需要和最小的交换位置 if (min != i) { Sweap(arr, i, min); changeTimes++; } } TimeSystem.TickEnd(); //LogArr(arr); Debug.LogError("changeTimes : " + changeTimes + " loopCount:" + loopCount); }
// Update is called once per frame void Update() { if (gameObject.activeSelf && tabMenu != null) { resetLayout(); if (Time.timeScale != 0.0f) { Time.timeScale = 0.0f; WorldInteraction.worldInteraction.stopEveryone(true); } if (Input.GetKeyDown(KeyCode.Tab) || Input.GetKeyDown(KeyCode.Escape)) { if (!defaultPanel.activeSelf) { showPanel(TabPanelType.DefaultPanel, true); } else { gameObject.SetActive(false); Time.timeScale = 1.0f; //TroopManagement.troopManagement.leaveManagement(); //InventoryManagement.inventoryManagement.leaveManagement(); } } if (closing) { if (animator.GetCurrentAnimatorStateInfo(0).IsName("Default")) { gameObject.SetActive(false); Time.timeScale = 1.0f; } } } timeDisplay.text = TimeSystem.getTimeDisplay(); }
public void Start() { days = TimeSystem.DaysInMonth(); CreateSignItems(); Refresh(); LunaMessage.AddMsgHandler((int)MessageId.ESignInRes, OnSignRes); }
public static string WeekDayToString(DayOfWeek dayOfWeek, TimeSystem timeSystem = TimeSystem.System24) { DayOfWeek day = dayOfWeek; switch (day) { case DayOfWeek.Monday: return(timeSystem == TimeSystem.Twelve ? "月曜" : "星期一"); case DayOfWeek.Tuesday: return(timeSystem == TimeSystem.Twelve ? "金曜" : "星期二"); case DayOfWeek.Wednesday: return(timeSystem == TimeSystem.Twelve ? "木曜" : "星期三"); case DayOfWeek.Thursday: return(timeSystem == TimeSystem.Twelve ? "水曜" : "星期四"); case DayOfWeek.Friday: return(timeSystem == TimeSystem.Twelve ? "火曜" : "星期五"); case DayOfWeek.Saturday: return(timeSystem == TimeSystem.Twelve ? "土曜" : "星期六"); case DayOfWeek.Sunday: default: return(timeSystem == TimeSystem.Twelve ? "日曜" : "星期日"); } }
// Start is called before the first frame update void Start() { // Find the time system that tracks time during the scene _timeSystem = FindObjectOfType <TimeSystem>(); if (_timeSystem == null) { Debug.LogError("The scene is missing a TimeSystem"); _canUseScript = false; } // Check if this hitbox has a result script if (_boxResult == null) { Debug.LogError(name + " has no box attached to it"); _canUseScript = false; } else { _boxResult.gameObject.SetActive(false); } // Make sure that the hitbox has a starting and ending position if (_positionList.Count <= 0) { Debug.LogError(name + " has no positions attached to it"); _canUseScript = false; } }
private void Start() { pointSystem = PointSystem.Instance; timeSystem = TimeSystem.Instance; // Make sure timeSystem has started timer StartCoroutine(GetStartTime()); }
void LoadEveryThings() { LoadTableFood(); LoadCategory(); TimeSystem.Start(); // Hiển thị thời gian LoadNameOfStaff(); LoadComboSwitchTable(); }
public void StartHint() { if (!isActive && !(hintType == HintType.Dash && !GameInput.Hint_IsLilium)) { TimeSystem.Delay(delay, t => { Show(); }); isActive = true; } }
private void Initialize() { CameraMaster.MovedToPivot += DisplayMenu; TimeSystem.EndedTransition += EndTransitionTime; CanvasGroup.alpha = 0; _arrow = transform.GetChild(transform.childCount - 1); _timeManager = GetComponentInParent <TimeSystem>(); }
// Use this for initialization void Awake() { if (instance != null) { return; } instance = this; }
void Start() { GameObject door = GameObject.FindGameObjectWithTag("Door"); tSystem = door.GetComponent <TimeSystem>(); nSystem = gameObject.GetComponent <NourishmentSystem>(); pInfo = FindObjectOfType <Canvas>(); player = FindObjectOfType <Player>(); }
private void SimulateTimeSystemForFrames(TimeSystem timeSystem, int frameCount, float fps = 60.0f) { var spf = 1.0f / fps; for (int i = 0; i < frameCount; i++) { timeSystem.Simulate(spf); } }
private void Start() { temposystem = FindObjectOfType(typeof(TimeSystem)) as TimeSystem; interacao = FindObjectOfType(typeof(Interacao)) as Interacao; quickMenu = FindObjectOfType(typeof(QuickMenu)) as QuickMenu; inventarioSeletor = FindObjectOfType(typeof(Inventario)) as Inventario; dialogo = FindObjectOfType(typeof(Dialogos)) as Dialogos; podeAndar = true; }
// now if we forget to put a TimeSystem in the scene, we can still // call this and one will be dynamically created public static TimeSystem GetInstance() { if (instance == null) { instance = new GameObject().AddComponent <TimeSystem>(); instance.name = "TimeSystem"; } return(instance); }
protected internal override void RecieveData(IDataReciever reciever) { if (!wasTriggered) { wasTriggered = true; onStartBreaking?.Invoke(); TimeSystem.Delay(delayTime, t => Break()); } }
void Start() { // Find the time system _timeSystem = FindObjectOfType <TimeSystem>(); if (_timeSystem == null) { Debug.LogError("The scene is missing a TimeSystem"); _canUseScript = false; } }
private void OnTriggerEnter2D(Collider2D collision) { Debug.Log("Coll"); if (!collision.gameObject.GetComponent <PlayerMovement>().Equals(null)) { Debug.Log("Move to " + cameraFocalPoint.position); Camera.Instance.MoveCamera(cameraFocalPoint.position); TimeSystem.IncrementTime(); } }
public virtual void Start() { // Find the time script that controls how long the scene will take _timeSystem = FindObjectOfType <TimeSystem>(); if (_timeSystem == null) { Debug.LogError("The scene is missing a TimeSystem"); _canUseScript = false; } }
public Window() : base(640, 480, GraphicsMode.Default, "L2D") { Path resources = Path.ProcessFile.Parent.Parent.Parent.Parent["Resources"]; Path shaders = resources["Shaders"]; this.VSync = VSyncMode.Off; //GL.Enable(EnableCap.ColorArray); GL.Enable(EnableCap.VertexArray); GL.Enable(EnableCap.NormalArray); GL.Enable(EnableCap.Texture2D); GL.Enable(EnableCap.TextureCoordArray); GL.Enable(EnableCap.CullFace); GL.Enable(EnableCap.DepthTest); //GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill); this.WindowState = WindowState.Maximized; Blur b = new Blur(shaders); VisualSystem vissys = new VisualSystem(shaders); TimeSystem tsys = new TimeSystem(); PhysicsSystem psys = new PhysicsSystem(); this._World = new World(vissys, tsys, psys); // Make it midday tsys.Offset = tsys.SecondsPerDay / 2.0; #if SHADERS this._World.Add(Atmosphere.MakeEntity(shaders, AtmosphereOptions.DefaultEarth, AtmosphereQualityOptions.Default)); this._World.Add(new Sun(37.3 * Math.PI / 180.0 /* LOL my house */)); #endif this._World.Add(new GroundTest(resources, new Vector2d(1.0, 1.0))); this._World.Add(new PhysDuck(resources)); vissys.Setup(); vissys.SetSize(this.Width, this.Height); this._World.Add(this._Player = new Player(this._World.Physics.PhysWorld)); this.Keyboard.KeyDown += delegate(object sender, KeyboardKeyEventArgs e) { if (e.Key == Key.Q) this._TimeRate *= 2.0; if (e.Key == Key.E) this._TimeRate *= 0.5; }; this._TimeRate = 1.0; }
// Use this for initialization void Awake() { m_TimeSystem = new TimeSystem(); m_RitualManager = new RitualManager(); }