private void Arrange_TimeEvent(TimeEvent timeEvent) => _pos.TimeObserver.OnNext(timeEvent);
public void Update() { TimeEvent?.Invoke(this, EventArgs.Empty); }
public override void ApplyEvent(TimeEvent timeEvent, bool reverse) { RotationEvent newEvent = (RotationEvent)timeEvent; target.rotation = newEvent.rotation; }
/// <summary> /// 任务调用 毫秒 /// </summary> /// <param name="task"></param> /// <param name="delay"></param> /// <returns></returns> public int Schedule(TimeEvent task, long delay) { GameFW.Utility.Tools.debuger.Log("启用了一个任务, 延时为 : " + delay); return(ScheduleTicks(task, delay * 10000));//1tick为100毫微秒(10^-7),1毫秒为10^-3 }
public void DBPUpdate(float currentDpressure, float FinalDpressure, DateTime EndTime, TimeEvent currentEvent) { DBPUpdateStartTime = DateTime.Now; DBPUpdateEndTime = EndTime; BPDInitial = currentDpressure; BPDFinal = FinalDpressure; DPrate = (FinalDpressure - currentDpressure) / (float)(EndTime - DateTime.Now).TotalMilliseconds; UpdateDBP = true; currentDBPEvent = currentEvent; }
// StartStopwatch - Starts the Stopwatch coroutine. public void StartStopwatch(TimeEvent timer) { timer.routine = StartCoroutine(Stopwatch(timer)); }
public void Reset() { var evt = new TimeEvent(TimeEventType.AmbientLighting); GameSystems.TimeEvent.Schedule(evt, 1, out _); }
public void AddPublicEvent(TimeEvent timeEvent) { events.Enqueue(timeEvent); }
public void ExecutePastEvent(TimeEvent timeEvent) { }
//Таким образом заполняется последовательность public void AddEvent(TimeEvent tEvent) { sequence.Add (tEvent); }
void HandlePublicEvents() { while (events.Count > 0) { TimeEvent tevent = events.Peek(); GameObject go = tevent.go; bool eventHandled = false; if (go.GetComponent <HumanController>() != null) //human event called { Human human = go.GetComponent <HumanController>().human; if (tevent.timeEvent.type == TimeManager.EventType.Created) { //Debug.Log(human.ToString() + " born"); AddHiddenEvent(EventType.childBorn); eventHandled = true; } else if (tevent.timeEvent.type == TimeManager.EventType.End) { tevent.go.GetComponent <HumanController>().Die(true); Debug.Log(human.ToString() + " died"); eventHandled = true; //Destroy(go); } else if (tevent.timeEvent.type == TimeManager.EventType.Error) { Debug.LogError(human.ToString() + " error occured"); eventHandled = true; } else if (tevent.timeEvent.type == TimeManager.EventType.AgeZoneUp) { human._ageZone = (Human.AgeZone)((int)human._ageZone + 1); if (GameController.instance.gameManager.currentTime._time > new TimeManager.YearMonth(0, 1)) { human._age._go.GetComponent <AudioSource>().PlayOneShot(GameController.instance.ageChange); } eventHandled = true; } else if (tevent.timeEvent.type == TimeManager.EventType.TaskCompleted) { human._taskDone = true; human.multiplier = human._age.multiplier; eventHandled = true; } } else if (go.GetComponent <GameController>() != null) //main time event called { if (tevent.timeEvent.type == TimeManager.EventType.Created) { //Debug.Log("Game Started"); eventHandled = true; } } else if (go == null) { Debug.LogError("game object missing"); eventHandled = false; } else if (go.GetComponent <ResourceController>() != null) //resource event called { if (tevent.timeEvent.type == TimeManager.EventType.Created) { eventHandled = true; } } else if (go.GetComponent <BuildingController>() != null) //building event called { if (tevent.timeEvent.type == TimeManager.EventType.Created) { eventHandled = true; } else if (tevent.timeEvent.type == TimeManager.EventType.TaskCompleted) { tevent.go.GetComponent <BuildingController>().building._taskDone = true; eventHandled = true; } } //event handled or not, it will be removed if (eventHandled == false) { Debug.LogError("Event not handled: EventHandler: " + tevent.ToString()); } events.Dequeue(); } }
public void OperateAction(int pos, int timer = 15) { if (mTimeEvent != null) { mTimeEvent.Reset(); } if (!GameMgr.Instance.isFromRecord) { mTimeEvent = TimerMgr.instance.Subscribe(timer, false, TimeEventType.IngoreTimeScale).OnUpdate(x => { mTimer.text = string.Format("{0}", x.surplusTimeRound); //******控制时间哒哒哒播放 start if (!isPlayTimeAlarm && UIWindowMgr.Instance.mCurrPage.CacheGo.name != "UISingleSettlementWindow(Clone)" && UIWindowMgr.Instance.mCurrPage.CacheGo.name != "UIGameSettlementWindow(Clone)") { if (mTimer.text == "5") { isPlayTimeAlarm = true; //开始播放 MahjongAudioMgr.Instance.PlayTimeDaDaDa(); } } else { if (mTimer.text == "15" || mTimer.text == "0") { isPlayTimeAlarm = false; MahjongAudioMgr.Instance.StopTimeDaDaDa(); } } //******控制时间哒哒哒播放 end }).Start(); } if (pos == 0) { mEastTweenAlpha.gameObject.SetVisible(true); mSouthTweenAlpha.gameObject.SetVisible(false); mWestTweenAlpha.gameObject.SetVisible(false); mNorthTweenAlpha.gameObject.SetVisible(false); } else if (pos == 1) { mEastTweenAlpha.gameObject.SetVisible(false); mSouthTweenAlpha.gameObject.SetVisible(true); mWestTweenAlpha.gameObject.SetVisible(false); mNorthTweenAlpha.gameObject.SetVisible(false); } else if (pos == 2) { mEastTweenAlpha.gameObject.SetVisible(false); mSouthTweenAlpha.gameObject.SetVisible(false); mWestTweenAlpha.gameObject.SetVisible(true); mNorthTweenAlpha.gameObject.SetVisible(false); } else if (pos == 3) { mEastTweenAlpha.gameObject.SetVisible(false); mSouthTweenAlpha.gameObject.SetVisible(false); mWestTweenAlpha.gameObject.SetVisible(false); mNorthTweenAlpha.gameObject.SetVisible(true); } }
/// <summary> /// 任务调用毫秒 /// </summary> /// <param name="task"></param> /// <param name="delay"></param> /// <returns></returns> public int schedule(TimeEvent task, long delay) { return(schedulemms(task, delay * 1000 * 1000)); }
public static void RemoveTimeEvent(this MonoBehaviour mono, TimeEvent model) { EventMgr.Ins.RemoveTimeEvent(model); }
private void stopScoring(TimeEvent.OnTimePassed evendData) { Debug.Log("Will Stop scoring"); canScore = false; eventBus.Publish (new EndGameEvent.OnEndGame(totalScore >= scoreTarget)); }
// Add event public void addEvent(TimeEvent newEvent) { events.Add (newEvent); }
/// <summary> /// 任务调用 毫秒 /// </summary> /// <param name="task"></param> /// <param name="delay"></param> /// <returns></returns> public int Schedule(TimeEvent task, long delay) { //毫秒转微秒 return(Schedulemms(task, delay * 10000000)); }
public void Close() { viewGameobject.SetActive(false); CloseCallBack(); deleteTimer = GlobalTimeRequest.AddDelayTime(5, DestroySelf); }
//Отправиться в прошлое //Так игрок отправляется в прошлое IEnumerator Restart(Vector2 location) { TimeEvent tEvent = new TimeEvent(timer, location,"Return"); SetChronology (chronology.chronology.Count-1, tEvent); Serializator.SaveXml(chronology, datapath); mainCharacter.gameObject.GetComponent<CharacterController> ().SetReturning (); yield return new WaitForSeconds (0.5f); Application.LoadLevel (Application.loadedLevel); }
public void AddTimeEvent(TimeEvent te) { TimeEvents.Add(te); }
public void ExpireAmbientLighting(TimeEvent evt) { GameSystems.LightScheme.SetHourOfDay(12); GameSystems.TimeEvent.RemoveAll(TimeEventType.AmbientLighting); }
// Invokes the event private void OnRaiseTimeEvent(TimeEventArgs e) => TimeEvent?.Invoke(this, e);
// simply prints the event name to the debug log, subclasses will implement this public virtual void HandleTimeEvent(TimeEvent te) { Debug.Log(te.evtType + te.factor.ToString() + te.startTime.ToString()); }
public TimeEvent( TimeEvent _src ) { m_Trigger = new TimeTrigger( _src.m_Trigger ) ; }
public void SBPUpdate(float currentSpressure, float FinalSpressure, DateTime EndTime, TimeEvent currentEvent) { SBPUpdateStartTime = DateTime.Now; SBPUpdateEndTime = EndTime; BPSInitial = currentSpressure; BPSFinal = FinalSpressure; SPrate = (FinalSpressure - currentSpressure) / (float)(EndTime - DateTime.Now).TotalMilliseconds; UpdateSBP = true; currentSBPEvent = currentEvent; }
public TimeTaskModel(int id, TimeEvent task, long time) { this.task = task; this.Id = id; this.Time = time; }
public static int AddTimeEventEx(this MonoBehaviour mono, TimeEvent model) { return(EventMgr.Ins.AddTimeEvent(model)); }
public void RestartCheckNetworkCfg(TimeEvent progressEvent) { ServerPcListener serverPcListener = FindObjectsOfType <ServerPcListener>()[0]; serverPcListener.RestartCheckNetworkCfg(progressEvent, interactiveSprite); }
public void OnTimeEvent(TimeEvent te) => _registeredMartys.ForEach(mart => mart.OnTimeEvent(te));
public void RestartAntiMalwareScan(TimeEvent progressEvent) { ServerPcListener serverPcListener = FindObjectsOfType <ServerPcListener>()[0]; serverPcListener.RestartAntiMalwareScan(progressEvent, interactiveSprite); }
// Add event public void addEvent(TimeEvent newEvent) { events.Add(newEvent); }
void OnTimerTick(TimeEvent timeEvent) { CurrentTimeValue = (int)User.EventScheduler.RemainingTimeOfEventWithTag(LifeTimerTag); DelegateLifeTimerUpdated(); }
public TimeTaskModel(int id, TimeEvent execut, long time) { this.id = id; this.execut = execut; this.time = time; }
public void Add(TimeEvent e) { // TODO: sort timedEvents.AddLast(e); }
//Функция записи нового действия, совершённого персонажем /*void SwitchColMode(bool controlled)//Необходимый костыль для преодоления неподконтрольными персонажами препятствий { if (!controlled) { controlCol.GetComponent<BoxCollider2D>().enabled=false; uncontrolCol.GetComponent<BoxCollider2D>().enabled=true; uncontrolCol.GetComponent<CircleCollider2D>().enabled=true; } else { controlCol.GetComponent<BoxCollider2D>().enabled=true; uncontrolCol.GetComponent<BoxCollider2D>().enabled=false; uncontrolCol.GetComponent<CircleCollider2D>().enabled=false; } }*/ public void WriteChronology(string action) { //prevTime=lvlController.timer;//отсутствие этой строки обеспечивает независимость списка перемен скоростей и списка действий TimeEvent tEvent= new TimeEvent (lvlController.timer,VectorConverter(transform.position),action); lvlController.SetChronology(number, tEvent); actionNumber++; }
// Start - Use this for initialization. void Start() { GameMaster.sequence.StartSequence(this); packet = new TimeEvent(time, () => { Debug.Log("Tester " + nickname + " finished!"); }); TimeManager.CreateTimer().StartStopwatch(packet); }
public override void Init() { tra = transform; forwardAni = new TimeEvent(delay, () => { if (tra is RectTransform) { RectTransform rectTra = tra as RectTransform; rectTra.anchoredPosition3D = pFrom; rectTra.anchoredPosition3D.ChangeVaule(pTo, duration, (v) => rectTra.anchoredPosition3D = v, curve, ignoreTime, () => { currentCount--; currentCount = currentCount < 0 ? 0 : currentCount; if (onForwardFinish != null) { onForwardFinish.Invoke(); } }); return; } tra.localPosition = pFrom; tra.localPosition.ChangeVaule(pTo, duration, (v) => tra.localPosition = v, curve, ignoreTime, () => { currentCount--; currentCount = currentCount < 0 ? 0 : currentCount; if (onForwardFinish != null) { onForwardFinish.Invoke(); } }); if (first && loopCount != 1) { first = false; forwardAni.waitTime = delay + duration; } }, ignoreTime, null, loopCount, true); reverseAni = new TimeEvent(delay, () => { if (tra is RectTransform) { RectTransform rectTra = tra as RectTransform; rectTra.anchoredPosition3D = pTo; rectTra.anchoredPosition3D.ChangeVaule(pFrom, duration, (v) => rectTra.anchoredPosition3D = v, curve, ignoreTime, () => { currentCount--; currentCount = currentCount < 0 ? 0 : currentCount; if (onReverseFinish != null) { onReverseFinish.Invoke(); } }); return; } tra.localPosition = pTo; tra.localPosition.ChangeVaule(pFrom, duration, (v) => tra.localPosition = v, curve, ignoreTime, () => { currentCount--; currentCount = currentCount < 0 ? 0 : currentCount; if (onReverseFinish != null) { onReverseFinish.Invoke(); } }); if (first && loopCount != 1) { first = false; forwardAni.waitTime = delay + duration; } }, ignoreTime, null, loopCount, true); if (autoPlay) { PlayFroward(); } }
//Так записывается хронология public void SetChronology(int number, TimeEvent tEvent) { chronology.chronology [number].AddEvent (tEvent); }