public DelayFX(FXController fx, DelayDelegate delayDelegate, object userData0, object userData1) : base(delayDelegate, userData0, userData1) { this.fx = fx; fx.AddFinishCallback(FxFinishCallback, null); }
public static void delayClearText(DelayDelegate dele, int millis) { ThreadPool.QueueUserWorkItem((a) => { Thread.Sleep(millis); dele(); }); }
internal static void Delay(TimeSpan timeSpan, DelayDelegate delayDelegate) { var timer = new DispatcherTimer(); timer.Interval = timeSpan; timer.Tick += delegate { timer.Stop(); delayDelegate(); }; timer.Start(); }
public static Coroutine DoDelayCertainSeconds(DelayDelegate a, float delayTime) { return(_CoroutineManagerMonoBehaviour.StartCoroutine(SetTimeDelay(a, delayTime))); }
public static Coroutine DoOneFrameDelay(DelayDelegate a) { return(_CoroutineManagerMonoBehaviour.StartCoroutine(OneFrameDelay(a))); }
public DelayGameObject(GameObject obj, DelayDelegate delayDelegate, object userData0, object userData1) : base(delayDelegate, userData0, userData1) { delayObject = obj; }
private float delayTime; // Delay timer. public DelayTime(float pDlyTime, DelayDelegate delayDelegate, object userData0, object userData1) : base(delayDelegate, userData0, userData1) { timer = 0; delayTime = pDlyTime; }
public static void DoOneFrameDelay(DelayDelegate a) { _CoroutineManagerMonoBehaviour.StartCoroutine(OneFrameDelay(a)); }
public DelayObject(DelayDelegate delayDelegate, object userData0, object userData1) { this.delayDelegate = delayDelegate; this.userData0 = userData0; this.userData1 = userData1; }
public DelayBattleRole(BattleRole role, DelayDelegate delayDelegate, object userData0, object userData1) : base(delayDelegate, userData0, userData0) { delayRole = role; }
//private KodGames.AnimCurve animCurve; public DelayAnimCurveTranslateEnd(WeihuaGames.AnimCurve animCurve, DelayDelegate delayDelegate, object userData0, object userData1) : base(delayDelegate, userData0, userData1) { reachEnd = false; animCurve.SetTranslateEndDelegate(OnTranslateEnd, null); }
private IEnumerator Delay(ulong delayTime, DelayDelegate delayDelegate) { yield return(new WaitForSeconds(delayTime)); delayDelegate(); }
public void ToUnPause(float delayTime) { DelayDelegate delayDelegate = new DelayDelegate(ToUnPause); Delay(delayTime, delayDelegate); }
public void ToStop(float delayTime) { DelayDelegate delayDelegate = new DelayDelegate(ToStop); Delay(delayTime, delayDelegate); }
public void ToPause(ulong delayTime) { DelayDelegate delayDelegate = new DelayDelegate(ToPause); Delay(delayTime, delayDelegate); }
private static IEnumerator OneFrameDelay(DelayDelegate a) { yield return(null); a(); }
private static IEnumerator SetTimeDelay(DelayDelegate a, float delayTime) { yield return(new WaitForSeconds(delayTime)); a(); }
public DialogueDelayObject(System.Func <bool> isDialogClosed, DelayDelegate delayDelegate, object userData0, object userData1) : base(delayDelegate, userData0, userData1) { this.IsDialogClosed = isDialogClosed; }