Esempio n. 1
0
        public void RemoveArrowType(Enums.Arrows type)
        {
            // Clear the appropriate token bit and remove the timer from the list of running timers
            types = Bitwise.ClearBit(types, (int)type);
            TokenTimer t = timers.Find(i => i.ID.Equals(type.ToString()));

            timers.Remove(t);
        }
Esempio n. 2
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 public void AddArrowType(Enums.Arrows type)
 {
     if (type > 0 && type < Enums.Arrows.NumTypes)
     {
         // Find the running timer associated with the type
         TokenTimer t = timers.Find(i => i.ID.Equals(type.ToString()));
         // If the type has not been added yet
         if (t == null)
         {
             // Add a new Token Timer and initialize it
             TokenTimer tt = gameObject.AddComponent <TokenTimer>();
             tt.Initialize(TokenTimer.TOKEN_INTERVAL, type.ToString());
             // Make sure that the type is removed from the component when the timer times out
             tt.TimeOut += new TokenTimer.TimerEvent(RemoveToken);
             types       = Bitwise.SetBit(types, (int)type);
             timers.Add(tt);
         }
         else
         {
             // Type has already been added so we just need to reset the timer
             t.Reset();
         }
     }
 }
Esempio n. 3
0
 /// <summary>
 /// Gets the prefab based on the arrow type.
 /// </summary>
 /// <param name="type">The type of arrow that needs a prefab.</param>
 /// <returns>The appropriate effect for the arrow property.</returns>
 public GameObject GetEffect(Enums.Arrows type)
 {
     return(effectPrefabs.Find(x => x.name.StartsWith(type.ToString())));
 }