Esempio n. 1
0
        /// <summary>
        /// Called every ~5 seconds for Players
        /// </summary>
        public override void HeartBeat()
        {
            EnchantmentManager.HeartBeat();
            VitalTick();

            QueueNextHeartBeat();
        }
Esempio n. 2
0
        /// <summary>
        /// Called every ~5 seconds for Players
        /// </summary>
        public override void HeartBeat()
        {
            NotifyLandblocks();

            EnchantmentManager.HeartBeat();
            VitalTick();

            QueueNextHeartBeat();
        }
Esempio n. 3
0
        /// <summary>
        /// Called every ~5 seconds for WorldObject base
        /// </summary>
        public virtual void HeartBeat()
        {
            Generator_HeartBeat();

            EmoteManager.HeartBeat();

            EnchantmentManager.HeartBeat();

            SetProperty(PropertyFloat.HeartbeatTimestamp, Time.GetTimestamp());
        }
Esempio n. 4
0
        /// <summary>
        /// Called every ~5 seconds for WorldObject base
        /// </summary>
        public virtual void Heartbeat(double currentUnixTime)
        {
            if (EnchantmentManager.HasEnchantments)
            {
                EnchantmentManager.HeartBeat();
            }

            SetProperty(PropertyFloat.HeartbeatTimestamp, currentUnixTime);
            NextHeartbeatTime = currentUnixTime + CachedHeartbeatInterval;
        }
Esempio n. 5
0
        /// <summary>
        /// Called every ~5 seconds for WorldObject base
        /// </summary>
        public virtual void HeartBeat(double currentUnixTime)
        {
            Generator_HeartBeat();

            EmoteManager.HeartBeat();

            EnchantmentManager.HeartBeat();

            cachedHeartbeatTimestamp = currentUnixTime;
            SetProperty(PropertyFloat.HeartbeatTimestamp, currentUnixTime);
        }
Esempio n. 6
0
        /// <summary>
        /// Called every ~5 seconds for WorldObject base
        /// </summary>
        public virtual void Heartbeat(double currentUnixTime)
        {
            if (EnchantmentManager.HasEnchantments)
            {
                EnchantmentManager.HeartBeat(CachedHeartbeatInterval);
            }

            if (RemainingLifespan != null)
            {
                RemainingLifespan -= (int)CachedHeartbeatInterval;

                if (RemainingLifespan <= 0)
                {
                    DeleteObject();
                }
            }

            SetProperty(PropertyFloat.HeartbeatTimestamp, currentUnixTime);
            NextHeartbeatTime = currentUnixTime + CachedHeartbeatInterval;
        }