Esempio n. 1
0
        public void Reset()
        {
            if (!IsHappened)
            {
                return;
            }

            IsHappened     = false;
            _coundownTimer = _realSecondsBetweenChecks;

            if (ChainedEvent != null)
            {
                ChainedEvent.Reset();
            }

            if (RootEvent != null)
            {
                RootEvent.Reset();
            }
        }
Esempio n. 2
0
        public void Reset()
        {
            if (!IsHappened)
            {
                return;
            }

            IsHappened = false;

            //(_name + " reset");

            if (ChainedEvent != null)
            {
                ChainedEvent.Reset();
            }

            if (RootEvent != null)
            {
                RootEvent.Reset();
            }
        }
Esempio n. 3
0
        public void Reset()
        {
            if (!IsHappened && !IsEnded)
            {
                return;
            }

            IsHappened = false;
            IsEnded    = false;

            _previousWorldTime            = default(DateTime);
            _gameSecondsSinceEventStarted = 0f;
            _coundownTimer = _realSecondsBetweenChecks;

            if (ChainedEvent != null)
            {
                ChainedEvent.Reset();
            }

            if (RootEvent != null)
            {
                RootEvent.Reset();
            }
        }