public override void OnExit() { // Only start time if not yet running if (timer.IsDone) { timer.WaitTime = cooldownTime; timer.Start(); } }
public override void OnExit() { // Only start time if not yet running if (timer.IsDone) { Tree.AddTimer(timer); timer.Start(); } }
public sealed override void OnEnter() { UpdateWaitTime(); if (timer.IsDone || restartTimerOnEnter) { timer.Start(); } base.OnEnter(); }
public sealed override void OnEnter() { Tree.AddTimer(timer); if (timer.IsDone || restartTimerOnEnter) { timer.Start(); } base.OnEnter(); }
public override void OnEnter() { Tree.AddTimer(timer); timer.Start(); branchesLeftToRun.Clear(); for (int i = 0; i < ChildCount(); i++) { branchesLeftToRun.Add(i); } highestUtilityChild = HighestUtilityBranch(); base.OnEnter(); }
/// <summary> /// Run the game and begin the main loop. /// </summary> /// <param name="startScreen">The screen to show on startup.</param> public void Run(string startScreen) { float delta = 0.0f; Startup(); running = true; timer = new FallenGE.Utility.Timer(); if (startScreen != "") { ChangeScreen(startScreen); } while (running == true) { timer.Start(); running = Core.Update(); engine.KeyboardManager.Capture(); engine.GamepadManager.Capture(); Render(); Update(delta); timer.Stop(); delta = timer.Delta; if (pause) { delta = 0; } } if (currentScreen != null) { currentScreen.TransOut(); currentScreen.Unload(); } Shutdown(); }
public override void OnEnter() { Tree.AddTimer(timer); timer.Start(); base.OnEnter(); }
public override void OnEnter() { timer.Start(); }