//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Update Fade Effect //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private void UpdateFadeEffect() { // If the fadein timer has completed (or I got impatient on the PC); Show the Scene Fully Opaque / Fully Transparent #if UNITY_EDITOR if (m_ttTransitionTimer.Update() || Input.GetKeyDown(KeyCode.Space)) #else if (m_ttTransitionTimer.Update()) #endif { if (m_eTransitionState == TransitionState.FADEIN) { OnFadeIn(); } else { OnFadeout(); } m_eTransitionState = TransitionState.IDLE; } // Otherwise Fade in/out scene according to the completion percentage of the timer. else { float t = Mathf.Lerp(0.0f, 1.0f, (m_eTransitionState == TransitionState.FADEIN ? m_ttTransitionTimer.GetCompletionPercentage() : 1.0f - m_ttTransitionTimer.GetCompletionPercentage())); foreach (SpriteRenderer sr in m_lSprRends) { // Make Sure the Sprite Renderer is still valid if (sr != null) { Color colour = sr.color; colour.a = t; sr.color = colour; } } foreach (UnityEngine.UI.Text tr in m_lTextRends) { if (tr != null) { Color colour = tr.color; colour.a = t; tr.color = colour; } } foreach (UnityEngine.UI.Image ir in m_lImgRends) { if (ir != null) { Color colour = ir.color; colour.a = t; ir.color = colour; } } // If there is a Sound Player for BGM, fade in/out the audio volume also if (m_asSoundPlayer != null) { m_asSoundPlayer.volume = Mathf.Lerp(0.0f, 1.0f, t); } } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Update Stopping Phase //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private void UpdateStoppingPhase() { if (m_ttFinishWaitTimer.Update()) { CurrentChallenge.StopChallenge(); m_eChallengePhase = ChallengePhase.INACTIVE; } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Update //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ public bool UpdateAnimation(float fAnimationSpeed = 1.0f) { if (!IsCompleted()) { if (m_bFirstUpdate) { OnFirstUpdate(); } // If timer is finished. Finish Animation if (m_ttTimer.Update(fAnimationSpeed)) { if (m_bPositionChanging) { Target.localPosition = m_vEndPosition; } if (m_bRotationChanging) { Target.localRotation = Quaternion.Euler(m_vEndRotation); } if (m_bScaleChanging) { Target.localScale = m_vEndScale; } if (m_bColourChanging) { UpdateColour(m_cEndColour, m_cEndColour, 1.0f); } } // Otherwise Update it according to Timer Completion Percentage else { float t = m_ttTimer.GetCompletionPercentage(); if (m_bPositionChanging) { Target.localPosition = Vector3.Lerp(m_vStartingPosition, m_vEndPosition, t); } if (m_bRotationChanging) { Target.localRotation = Quaternion.Euler(Vector3.Lerp(m_vStartingRotation, m_vEndRotation, t)); } if (m_bScaleChanging) { Target.localScale = Vector3.Lerp(m_vStartingScale, m_vEndScale, t); } if (m_bColourChanging) { UpdateColour(m_cStartingColour, m_cEndColour, t); } } } return(IsCompleted()); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * Derived Method: Update //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ void Update() { if (CheckForShake) { #if UNITY_EDITOR UpdateShakeReveal(); // Update Shake Visual Cue (If it is showing) m_ttRattleTimer.Update(); // Update Rattle Timer (if the next shake exceeds this timer, then rattle must be reset) if (Input.GetKeyDown(KeyCode.LeftControl)) { // If we did not cause a rattle sound if (!PerformRattleShakeCheck()) { // Make a shake sound PerformTambShakeCheck(); } } else { m_bSoundPlayed = false; } #else UpdateAcceleration(); // Update Movement Speed (Check Device Gyroscope) UpdateShakeReveal(); // Update Shake Visual Cue (If it is showing) m_ttRattleTimer.Update(); // Update Rattle Timer (if the next shake exceeds this timer, then rattle must be reset) // If we aren't already checking acceleration if (!m_bCheckingAcceleration) { // Have we at least STARTED moving? if (IsMoving()) { // GOOD. Make movement start noise! AudioSourceManager.PlayAudioClip(m_rTambSoundManager.GetTambourineSound(TambourineSoundsManager.SoundTypes.MOVE_TAMBOURINE_SOUND)); m_bCheckingAcceleration = true; } } // If we are checking acceleration and it has been long enough since the last noise to make a new one. Check for shake if (m_bCheckingAcceleration && !m_bTimeout) { PerformTambShakeCheck(); } // No movement? Don;t bother checking for shake. if (!IsMoving()) { m_bSoundPlayed = false; m_bCheckingAcceleration = false; } #endif } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Update Regular Fade //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private void UpdateRegularFade() { if (m_ttFadeTracker.Update()) { IsFading = false; m_eCurrentFadeType = FadeType.NO_FADE; Volume = m_fEndFadeVolume; } else { Volume = Mathf.Lerp(m_fStartFadeVolume, m_fEndFadeVolume, m_ttFadeTracker.GetCompletionPercentage()); } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Update Surfacing Stance //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private void UpdateSurfacingStance() { m_TTSurfaceTime.Update(); if (m_TTSurfaceTime.TimeUp()) { // Start Playing Surface Animation (begins next frame) StartPlayingSurfaceAnimation(); // If Playing Surfacing Animation, Set Surfaced bool to true, so this Animation never plays again. if (IsPlayingAnimation(GetAnimationStateHashIDs().SurfacingStateID)) { float fMovementSpeed = 100.0f * Time.deltaTime; GetLocalTransform().position += (m_vOriginalPosition - GetWorldPosition()).normalized * fMovementSpeed; if ((m_vOriginalPosition - GetWorldPosition()).magnitude < (fMovementSpeed * 2.0f)) { GetLocalTransform().position = m_vOriginalPosition; } GetAnimatorComponent().SetBool(GetAnimationParamHashIDs().HasSurfacedParamID, true); } // If Not playing Surfacing Animation and HasSurfaced? is ON. else if (IsNotPlayingAnimation(GetAnimationStateHashIDs().SurfacingStateID) && GetAnimatorComponent().GetBool(GetAnimationParamHashIDs().HasSurfacedParamID)) { SetCurrentStance(Stance.IDLE); // Change to Idle Stance m_TTFireCooldown.Reset(); // Reset Shoot Cooldown Timer } } }
private void RespawnAllDeadNpcs(TimeSpan time) { if (IsMaxSpawnCountReached) { return; } ModifyRespawnMultiplier(); //kinn van-e minden kello member? if (MembersCount >= Configuration.FlockMemberCount) { return; } if (_nextSpawnTime == null) { _nextSpawnTime = GetNextSpawnTime(); } _nextSpawnTime.Update(time); if (!_nextSpawnTime.Expired) { return; } CreateMemberInZone(); _nextSpawnTime = null; }
public void Update(TimeSpan time) { if (Expirable) { if (_expired) { return; } _expiry.Update(time); if (_expiry.Expired) { OnExpired(); } } if (!_updated) { return; } _saveTimer.Update(time); if (!_saveTimer.Passed) { return; } _saveTimer.Reset(); _updated = false; OnUpdated(); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Update Death //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ protected void UpdateDeath() { m_ttDeathTimer.Update(); if (m_ttDeathTimer.TimeUp()) { Destroy(gameObject); } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Update Wait Time //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private void UpdateWaitTime() { if (m_ttWaitTimer.Update()) { m_ttWaitTimer.Reset(); m_eAnimationPhase = AnimationPhase.START; } }
private void UpdateDamageState() { m_ttExplodeWaitTimer.Update(); if (m_ttExplodeWaitTimer.TimeUp()) { m_ttExplodeWaitTimer.Reset(); m_eScreenAttackState = ScreenAttackState.RESET; } }
public void Update(TimeSpan time) { _timer.Update(time); if (_timer.Expired) { Expired(); } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Update //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ public bool UpdateAnimation(float fAnimationSpeed = 1.0f) { if (!IsCompleted()) { // If timer is finished. Finish Animation if (m_ttTimer.Update(fAnimationSpeed)) { UpdateColour(m_cEndColour, m_cEndColour, 1.0f); } // Otherwise Update it according to Timer Completion Percentage else { UpdateColour(m_cStartingColour, m_cEndColour, m_ttTimer.GetCompletionPercentage()); } } return(IsCompleted()); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Update Idle Stance //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private void UpdateIdleStance() { m_TTFireCooldown.Update(); if (m_TTFireCooldown.TimeUp()) // If Shoot Cooldown Timer is Complete { SetCurrentStance(Stance.SHOOTING); // Begin Shoot Stance StartPlayingShootAnimation(); // Play Shoot Animation } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Update Single Line Character Highlight Effect //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private void UpdateSingleLineHighlightEffect() { // No Highlight happening? Great, wait for a little while then set everything up to make it happen. if (IsEmptyHighlight()) { if (m_ttHighlightEffectWaitTimer.Update()) { m_ttHighlightEffectWaitTimer.Reset(); SetupCharacterHighlightEffects(false); } } // Update Hightlight Effect, obviously else { m_rTextRenderer.text = GetSingleLineCharacterHighlightEffect(m_alOrderedCharacters[0], 0, m_sFullDisplayText.Length); } }
// Update is called once per frame void Update() { transform.position = (transform.position + (transform.forward * m_fSpeed * DynamicUpdateManager.GetDeltaTime())); m_TTSelfDestruct.Update(); if (m_TTSelfDestruct.TimeUp()) { DestroyImmediate(gameObject); } }
protected virtual void Update() { if (Time.timeSinceLevelLoad < delay) { return; } fps.Update(Time.deltaTime); timeTracker.Update(Time.deltaTime); }
protected override void OnActiveUpdate(int deltaTime) { base.OnActiveUpdate(deltaTime); emoteTimeTracker.Update(deltaTime); if (emoteTimeTracker.Passed && randomEmotes.Count > 0) { Unit.ModifyEmoteState(RandomUtils.GetRandomElement(randomEmotes)); emoteTimeTracker.Reset(RandomUtils.Next(emoteIntervalMin, emoteIntervalMax)); } }
void Update() { if (m_ttActiveTimer != null) { m_ttActiveTimer.Update(); if (m_ttActiveTimer.TimeUp()) { Destroy(gameObject); } } }
protected override void OnActiveUpdate(int deltaTime) { base.OnActiveUpdate(deltaTime); castTimeTracker.Update(deltaTime); if (castTimeTracker.Passed) { Unit.Spells.CastSpell(spellInfo, new SpellCastingOptions()); castTimeTracker.Reset(RandomUtils.Next(castIntervalMin, castIntervalMax)); } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Update Recent Untouched //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ protected void UpdateRecentUntouched() { m_bDoubleTapActive = true; if (m_ttDoubleTapTimer.Update()) { m_ttDoubleTapTimer.Reset(); m_bDoubleTapActive = false; m_bIsTouched = false; OnTouchRelease(); } }
public bool Update(TimeSpan time) { _spawnTimer.Update(time); if (!_spawnTimer.Expired) { return(false); } _presence.SpawnRandomFlock(_randomFlockConfiguration); return(true); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Update Wait Time //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ protected virtual void UpdateWaitTime() { if (m_ttWaitTimer.Update()) { m_ttWaitTimer.Reset(); if (IsAllowedToAnimate()) { m_eAnimationPhase = AnimationPhase.START; OnAnimationStart(); } } }
void IUnitBehaviour.DoUpdate(int deltaTime) { if (InCombat) { combatTimer.Update(deltaTime); if (combatTimer.Passed) { ResetCombat(); } } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Update Shake Reveal //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private void UpdateShakeReveal() { // Show the tambourine facing towards the player once the timer is complete. if (m_bUseShakeTimer) { if (m_ttShakeRevealTimer.Update()) { m_bUseShakeTimer = false; ShowNormalTambourine(); } } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Update Intro Phase //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private void UpdateIntroPhase() { m_ttIntroTimer.Update(); if (m_ttIntroTimer.TimeUp()) { m_eVisualPhase = VisualPhase.IDLE; Scale.Set(m_vIntroEndScale); } else { Scale.Set(Vector3.Lerp(m_vIntroStartScale, m_vIntroEndScale, m_ttIntroTimer.GetCompletionPercentage())); } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Update Background Blur //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private void UpdateBackgroundBlur() { if (m_ttLanscapeBlurTimer.Update()) { m_ttLanscapeBlurTimer.Reset(); m_srBackgroundSpriteRenderer.material.SetFloat("_Distance", m_fLandscapeBlurDistance); ProceedToNextPhase(); } else { m_srBackgroundSpriteRenderer.material.SetFloat("_Distance", Mathf.Lerp(0.0f, m_fLandscapeBlurDistance, m_ttLanscapeBlurTimer.GetCompletionPercentage())); } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Fade out //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private void FadeOut() { m_ttFadeoutTimer.Update(); if (m_ttFadeoutTimer.TimeUp()) { this.gameObject.SetActive(false); } else { Color alpha = SpriteColour; alpha.a = Mathf.Lerp(m_fFadeoutStartAlpha, 0.0f, m_ttFadeoutTimer.GetCompletionPercentage()); SpriteColour = alpha; } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Fade in //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private void FadeIn() { m_ttFadeinTimer.Update(); if (m_ttFadeinTimer.TimeUp()) { SpriteColour = Color.white; m_eAttackPhase = AttackPhase.MOVING; } else { Color alpha = SpriteColour; alpha.a = Mathf.Lerp(0.0f, 1.0f, m_ttFadeinTimer.GetCompletionPercentage()); SpriteColour = alpha; } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Update Play Button Wait //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private void UpdatePlayButtonWait() { if (m_ttPlayButtonWaitTimer != null) { if (m_ttPlayButtonWaitTimer.Update()) { m_ttPlayButtonWaitTimer.Reset(); ProceedToNextPhase(); } } else { ProceedToNextPhase(); } }