Esempio n. 1
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 public void StopKillTimer()
 {
     lock (_timerLock)
     {
         KillTimer?.Change(Timeout.Infinite, Timeout.Infinite);
     }
 }
Esempio n. 2
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    public void LimbShotFX(RaycastHit hitInfo)
    {
        int        index = Random.Range(0, LimbShotBloodPrefabs.Length);
        GameObject obj   = Instantiate(LimbShotBloodPrefabs[index], hitInfo.point, Quaternion.FromToRotation(Vector3.forward, hitInfo.normal), hitInfo.collider.transform) as GameObject;
        KillTimer  t     = obj.AddComponent <KillTimer>();

        t.StartTimer(killDelay);
    }
Esempio n. 3
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 public void DisposeKillTimer()
 {
     if (KillTimer != null)
     {
         KillTimer.Dispose();
         KillTimer = null;
     }
 }
Esempio n. 4
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        /// <summary>
        /// Updates the AwardHandler.
        /// </summary>
        public static void Update()
        {
            KillTimer.Update();
            HandleKillAwards();

            StepTimer.Update();
            RegenTimer.Update();
            HandleSpeedAwards();
        }
Esempio n. 5
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 public void StopKillTimer()
 {
     lock (_timerLock)
     {
         if (KillTimer != null)
         {
             KillTimer.Change(Timeout.Infinite, Timeout.Infinite);
         }
     }
 }
Esempio n. 6
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 public void DisposeKillTimer()
 {
     lock (_timerLock)
     {
         if (KillTimer != null)
         {
             KillTimer.Dispose();
             KillTimer = null;
         }
     }
 }
Esempio n. 7
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        public void ChangeKillTimerIfStarted(int intervalMs)
        {
            CheckHasExited();

            lock (_timerLock)
            {
                if (KillTimer != null)
                {
                    Logger.Debug("Changing kill timer to {0}ms. JobId {1} PlaySessionId {2}", intervalMs, Id, PlaySessionId);
                    KillTimer.Change(intervalMs, Timeout.Infinite);
                }
            }
        }
Esempio n. 8
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 /// <summary>
 /// Dispose all resources.
 /// </summary>
 /// <param name="disposing">Whether to dispose all resources.</param>
 protected virtual void Dispose(bool disposing)
 {
     if (disposing)
     {
         Process?.Dispose();
         Process = null;
         KillTimer?.Dispose();
         KillTimer = null;
         CancellationTokenSource?.Dispose();
         CancellationTokenSource = null;
         TranscodingThrottler?.Dispose();
         TranscodingThrottler = null;
     }
 }
 void TakeHit(Bullet b)
 {
     bloodFX.TorsoShotFX(b.hitInfo);
     playsplat.Instance.PlaySplatSound();
     Debug.Log("hit eater");
     Zanim.SetTrigger("TookHit");
     iswalking = true;
     hitcount++;
     if (hitcount == 1)  // gameObject.AddComponent<TimerBehavior>();
     {
         StartCoroutine(StartGameIn18());
         StartCoroutine(TriggerDeath());
         KillTimer t = gameObject.transform.parent.transform.parent.gameObject.AddComponent <KillTimer>();
         t.StartTimer(20);
     }
 }
Esempio n. 10
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        public void ChangeKillTimerIfStarted()
        {
            if (HasExited)
            {
                return;
            }

            lock (_timerLock)
            {
                if (KillTimer != null)
                {
                    var intervalMs = PingTimeout;

                    //Logger.Debug("Changing kill timer to {0}ms. JobId {1} PlaySessionId {2}", intervalMs, Id, PlaySessionId);
                    KillTimer.Change(intervalMs, Timeout.Infinite);
                }
            }
        }
Esempio n. 11
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        public void StartKillTimer(TimerCallback callback, int intervalMs)
        {
            CheckHasExited();

            lock (_timerLock)
            {
                if (KillTimer == null)
                {
                    Logger.Debug("Starting kill timer at {0}ms. JobId {1} PlaySessionId {2}", intervalMs, Id, PlaySessionId);
                    KillTimer = new Timer(callback, this, intervalMs, Timeout.Infinite);
                }
                else
                {
                    Logger.Debug("Changing kill timer to {0}ms. JobId {1} PlaySessionId {2}", intervalMs, Id, PlaySessionId);
                    KillTimer.Change(intervalMs, Timeout.Infinite);
                }
            }
        }
Esempio n. 12
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        public void StartKillTimer(Action <object> callback, int intervalMs)
        {
            if (HasExited)
            {
                return;
            }

            lock (_timerLock)
            {
                if (KillTimer == null)
                {
                    //Logger.Debug("Starting kill timer at {0}ms. JobId {1} PlaySessionId {2}", intervalMs, Id, PlaySessionId);
                    KillTimer = _timerFactory.Create(callback, this, intervalMs, Timeout.Infinite);
                }
                else
                {
                    //Logger.Debug("Changing kill timer to {0}ms. JobId {1} PlaySessionId {2}", intervalMs, Id, PlaySessionId);
                    KillTimer.Change(intervalMs, Timeout.Infinite);
                }
            }
        }
Esempio n. 13
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    //    |
    //    |
    //    |
    //    V
    //ANIMATIONEVENTLISTENER
    //public void OnSlideOutAnimComplete()
    //{
    //    GunPopClipOut();
    //    Debug.Log("yo i heard on slid complete and am not on animatorscript");
    //    //ready to accept a clip
    //    //_myGunBools.BmagIn = false; _myGunBools.BHazBullets = false; _myGunBools.BisReloading = false; //_myGunBools.CanAcceptNewClip = true;
    //}
    public void MAGmngerDropRigidMAg()
    {
        if (_curActiveMagInstance != null)
        {
            GameObject rigidclip = _curActiveMagInstance;
            curMagInGun           = null;
            _curActiveMagInstance = null;

            rigidclip.transform.parent = null;
            DestroyObject(_curActiveMagInstance);
            rigidclip.AddComponent <Rigidbody>();
            rigidclip.GetComponent <Rigidbody>().AddForce(GunClipLocation.forward * -2, ForceMode.Impulse);
            //rigidclip.GetComponent<Mag>().InitCanPlayCollisionSound();
            KillTimer t = rigidclip.AddComponent <KillTimer>();
            t.StartTimer(5.0f);
        }

        //_myGunBools.BmagIn = false;

        ////        _myGunBools.BmagIn = false; _myGunBools.BHazBullets = false; _myGunBools.BisReloading = false;
        //_myGunBools.CanAcceptNewClip = true;
    }
    public void Test_Streak(Vector3 here)
    {
        if (lastShot_wasHEadHit)
        {
            curStreakLength++;

            if (curStreakLength > MaxRecordedStreakLength)
            {
                MaxRecordedStreakLength = curStreakLength;
            }

            BonusToAwardForThisStreakHit += 25;
            GameObject so = Instantiate(StreakObject, here, Quaternion.identity);
            points = BonusToAwardForThisStreakHit;// + ((GameSettings.Instance.ReloadDifficulty == ARZReloadLevel.EASY) ? 100 : 125);
            so.GetComponent <StreakText>().SetTextbox("+ " + (points + ((GameSettings.Instance.ReloadDifficulty == ARZReloadLevel.EASY) ? 100 : 125)));
            KillTimer t = so.AddComponent <KillTimer>();
            t.StartTimer(2);
        }
        else
        {
            BonusToAwardForThisStreakHit += 0;
            GameObject so = Instantiate(HeadshotEffectObject, here, Quaternion.identity);
            points = BonusToAwardForThisStreakHit;// + ((GameSettings.Instance.ReloadDifficulty == ARZReloadLevel.EASY) ? 100 : 125);
            so.GetComponent <StreakText>().SetTextbox("+ " + (points + ((GameSettings.Instance.ReloadDifficulty == ARZReloadLevel.EASY) ? 100 : 125)));
            KillTimer t = so.AddComponent <KillTimer>();
            t.StartTimer(2);
        }

        lastShot_wasHEadHit = true;
        GameManager.Instance.GetScoreMAnager().Update_Add_PointsTotal(points);
        GameManager.Instance.GetScoreMAnager().Update_Add_PointsCurWave(points);
        GameManager.Instance.GetScoreMAnager().Update_BonusPoints(BonusToAwardForThisStreakHit);


        ScoreDebugCon.Instance.update_wasHead(lastShot_wasHEadHit);
        ScoreDebugCon.Instance.update_curStrek(curStreakLength);
        ScoreDebugCon.Instance.update_MaxStrek(MaxRecordedStreakLength);
    }
Esempio n. 15
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 /// <summary>
 /// Marks a new kill.
 /// </summary>
 public static void NewKill()
 {
     Killing = true;
     KillTimer.PerformAction();
     KillCount++;
 }
Esempio n. 16
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 // Use this for initialization
 void Start()
 {
     killTimer = gameObject.AddComponent <KillTimer>();
     killTimer.StartTimer(destroyTime);
 }
Esempio n. 17
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    void ResetPart()
    {
        KillTimer kill = GetComponent <KillTimer>();

        if (kill != null)
        {
            kill.Kill();
        }

        GetComponent <MeshRenderer>().enabled = true;

        GetComponent <Rigidbody>().constraints = RigidbodyConstraints.None;

        /*
         * Vector3 minS = PartsHolder.MinSpawnArea;
         * Vector3 maxS = PartsHolder.MaxSpawnArea;
         * gameObject.transform.position = new Vector3(Random.Range(minS.x, maxS.x), Random.Range(minS.y, maxS.y), Random.Range(minS.z, maxS.z));
         */

        gameObject.transform.position = respawnPosition;
        gameObject.transform.rotation = respawnRotation;

        ConstantForce force = gameObject.GetComponent <ConstantForce>();

        if (force == null)
        {
            force = gameObject.AddComponent <ConstantForce>();
        }

        gameObject.layer = 8;

        ConnectionScanning scan = gameObject.GetComponent <ConnectionScanning>();

        if (scan == null)
        {
            scan             = gameObject.AddComponent <ConnectionScanning>();
            scan.WaitSeconds = 1;
        }

        PartBehaviour behaviour = gameObject.GetComponent <PartBehaviour>();

        if (behaviour == null)
        {
            behaviour = gameObject.AddComponent <PartBehaviour>();
        }

        if (PlacementReferences.PlacementType == PlacementReferences.PlaceChoreo.PickNChose)
        {
            scan.enabled      = false;
            behaviour.enabled = false;
        }

        var handler = GetComponent <ConnectionScanningHandler>();

        if (handler != null)
        {
            handler.FailedConnection(gameObject);
        }


        Destroy(this);
    }