private void btnStart_Click(object sender, EventArgs e) { TimerCountDown.Stop(); try { timeTick.setTimeInt(textBoxHour.Text, textBoxMin.Text, textBoxSec.Text); numRepeat = int.Parse(textBoxRepeat.Text); timeTick.totalTime = 0; countDownCurrent = timeTick.hour * 3600 + timeTick.min * 60 + timeTick.sec; if (timeTick.hour * 3600 + timeTick.min * 60 + timeTick.sec > 0 && timeTick.min <= 60 && timeTick.sec <= 60) { memory.addHistoryList(textBoxHour.Text, textBoxMin.Text, textBoxSec.Text, textBoxRepeat.Text); memory.updateListView(listViewHistory, "history"); TimerCountDown.Interval = 1000; TimerCountDown.Start(); toggleAvaliabilityTextbox(false); } else { MessageBox.Show("Please enter a valid value", "Error", MessageBoxButtons.OK); initialise("countdown"); } } catch { MessageBox.Show("Please enter positive integers to all textBoxes", "Error", MessageBoxButtons.OK); initialise("countdown"); } }
private void btnSubmit_Click(object sender, EventArgs e) { TimerCountDown.Stop(); if (txtBxAnswer.Text.ToLower() == aQuestion.Answer.ToLower()) { this.ReturnBool = true; this.ReturnPoint = aQuestion.Point; this.DialogResult = DialogResult.OK; string message = "Correct"; string title = "Congratulation"; MessageBox.Show(message, title); this.Close(); } else { this.ReturnBool = false; this.ReturnPoint = aQuestion.Point * -1; this.DialogResult = DialogResult.OK; string message = $"Oops!!! The correct answer is {aQuestion.Answer}"; string title = "Oops"; MessageBox.Show(message, title); this.Close(); } }
// Use this for initialization void Start() { poison = FindObjectOfType <RaiseLair>(); timer = FindObjectOfType <TimerCountDown>(); round = FindObjectOfType <Round>(); data = FindObjectOfType <VariableData>(); healthpack = FindObjectOfType <HealthPackSpawn>(); floorFall = FindObjectOfType <FallFloor>(); doorsFall = FindObjectsOfType <Fall>(); }
// Update is called once per frame void Update() { if (TimerCountDown.IsCounting()) { myLight.color = Color.Lerp(myLight.color, Color.red * 3, Time.deltaTime); } else { myLight.color = Color.white; } }
private void Awake() { if (instance != null && instance != this) { Destroy(gameObject); } else { instance = this; } }
private void ButtonStopBackup_Click(object sender, EventArgs e) { if (ButtonStopBackup.Text == "停止備份") { ButtonStopBackup.Text = "繼續備份"; TimerFreq.Stop(); TimerCountDown.Stop(); } else { ButtonStopBackup.Text = "停止備份"; TimerFreq.Start(); TimerCountDown.Start(); } }
private void Finished() { TimerFreq.Enabled = true; TimerFreq.Interval = Frequency; TimerFreq.Start(); TimerCountDown.Enabled = true; TimerCountDown.Interval = 1000; TimerCountDown.Start(); ButtonStopBackup.Enabled = true; sFrequency = Frequency / 1000; FromPath = TextBoxFrom.Text; ToPath = TextBoxTo.Text; MessageBox.Show("已完成設定,目前會以「" + ComboBoxFreq.SelectedItem + "」的頻率備份。", "完成"); }//Run this after backup setup
public void SetIsDead(bool dead) { isDead = dead; if (dead) { if (alertedBefore) { TimerCountDown.DecrementEnemiesAlerted(); } DestroyEnemyPhysics(); Score.IncreaseScore(ScoreValues.enemyKill); } animator.SetBool("isDead", dead); }
// Use this for initialization void Start() { poison = FindObjectOfType <RaiseLair>(); timer = FindObjectOfType <TimerCountDown>(); round = FindObjectOfType <Round>(); data = FindObjectOfType <VariableData>(); healthpack = FindObjectOfType <HealthPackSpawn>(); floorFall = FindObjectOfType <FallFloor>(); doorsFall = FindObjectsOfType <Fall>(); mouseSettings = FindObjectOfType <MouseSettings>(); doorOpen = FindObjectOfType <Door_Open>(); for (int i = 0; i < doorTexts.Length; i++) { doorTexts[i].text = "You need: " + data.GetDeurToll() + " coins to open the door"; } }
/// <summary> /// Timercountdown , not sure if you want the question to be closed or the player still have chance to answer after that /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void TimerCountDown_Tick(object sender, EventArgs e) { if (quick > 0) { // by updating the Time Left label. quick--; lblTimer.Text = quick / 60 + ":" + ((quick % 60) >= 10 ? (quick % 60).ToString() : "0" + (quick % 60)); } else { // If the user ran out of time, stop the timer, show // a MessageBox, and fill in the answers. TimerCountDown.Stop(); string message = $"Time's up!!!\nThe correct answer is \"{aQuestion.Answer}\""; string title = "Oops! Time's up."; MessageBox.Show(message, title); this.Close();// Im not sure if you want to close the form } }
private void checkTiming_Tick(object sender, EventArgs e) { timeTick.updateTime(countDownCurrent); Console.WriteLine(countDownCurrent); updateTextBoxes(); if (countDownCurrent > 0) { countDownCurrent--; } if (countDownCurrent == 0) { if (numRepeat == 1) { TimerCountDown.Stop(); toggleAvaliabilityTextbox(true); MessageBox.Show(memory.listHistory.Last() + " has elapsed", "Timing has Ended", MessageBoxButtons.OK); timeTick.totalTime = 0; } if (numRepeat > 1) { numRepeat--; countDownCurrent = timeTick.totalTime; setTextBoxes(memory.getSplittedTime(memory.listHistory.Count() - 1, "history")); timeTick.setTimeList(memory.getSplittedTime(memory.listHistory.Count() - 1, "history")); TimerCountDown.Stop(); if (MessageBox.Show(memory.listHistory.Last() + " has elapsed. " + "Repeating " + numRepeat.ToString() + " more times", "Timing has Ended", MessageBoxButtons.OK) == DialogResult.OK) { TimerCountDown.Interval = 1000; TimerCountDown.Start(); } } } }
private void initialise(string mode) { switch (mode) { case "countdown": textBoxHour.Text = "00"; textBoxMin.Text = "00"; textBoxSec.Text = "00"; countDownCurrent = 0; timeTick.hour = 0; timeTick.min = 0; timeTick.sec = 0; TimerCountDown.Stop(); toggleAvaliabilityTextbox(true); break; case "stopwatch": SWTextBoxHr.Text = "00"; SWTextBoxMin.Text = "00"; SWTextBoxSec.Text = "00"; break; } }
private void btnStop_Click(object sender, EventArgs e) { TimerCountDown.Stop(); updateTextBoxes(); }
private void OnCollisionEnter(Collision collision) { if (collision.collider.gameObject.layer == LayerMask.NameToLayer("PlayerBullet") && !TimerCountDown.IsCounting()) { doors.OpenDoors(); } }
// Use this for initialization void Start() { countdown = GetComponent <TimerCountDown>(); timeText.text = "Time: " + countdown.currentTime; }
// Use this for initialization void Start() { timer = FindObjectOfType <TimerCountDown>(); }
private void Alert() { TimerCountDown.IncrementEnemiesAlerted(); alertedBefore = true; audioSource.Play(); }
private void FrmAandQ_FormClosing(object sender, FormClosingEventArgs e) { TimerCountDown.Stop(); }
private static void ResetTimer() { instance.StopAllCoroutines(); Time.timeScale = 1f; TimerCountDown.ResetEnemiesAlerted(); }