Esempio n. 1
0
 public void RegisterPauseLock(PauseLockDelegate pauseLock)
 {
     AsyncTimeComp.pauseLocks.Add(pauseLock);
 }
Esempio n. 2
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 public void RegisterPauseLock(PauseLockDelegate pauseLock)
 {
     throw new UninitializedAPI();
 }
Esempio n. 3
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 /// <summary>
 /// Registers a delegate which will be called to check if the game should be paused on specific map.
 /// In case async time is active, only that map will be paused, otherwise all of them will be paused.
 /// If async time is enabled, it'll also be called globally with <see langword="null"/> as the parameter, which will affect all maps. It's skipped if async time is disabled.
 /// </summary>
 /// <param name="pauseLock">Delegate with <see cref="Map"/> as the only parameter returning a <see cref="bool"/> which will be called to see if the game should be paused</param>
 /// <remarks>It's recommended to use <see cref="PauseLockAttribute"/> instead, unless you have to otherwise.</remarks>
 /// <example>
 /// Register a method as a delagate for forced pause locking
 /// <code>
 ///     void Register() => RegisterPauseLock(MyMethod);
 ///     void MyMethod(Map map) => return MyOtherClass.shouldPause;
 /// </code>
 ///
 /// Register a dynamic method as a delegate for forced pause locking
 /// <code>
 ///     RegisterPauseLock(map => MyOtherClass.shouldPause);
 /// </code>
 /// </example>
 public static void RegisterPauseLock(PauseLockDelegate pauseLock) => Sync.RegisterPauseLock(pauseLock);