Inheritance: MonoBehaviour
コード例 #1
0
        public ModifierInstance(emodifierType modType)
        {
            ModType = modType;

            switch (modType)
            {
            case emodifierType.Slow:
                Timer = new SimpleTimer(2500);
                break;

            case emodifierType.Stunned:
                Timer = new SimpleTimer(Maths.RandomNr(500, 1500));
                break;

            case emodifierType.Rooted:
                Timer = new SimpleTimer(3000);
                break;

            case emodifierType.ArmorHalved:
                Timer = new SimpleTimer(2500);
                break;

            case emodifierType.Poisoned:
                Timer = new SimpleTimer(5000);
                break;

            default:
                break;
            }
        }
コード例 #2
0
    protected IEnumerator ManageBuffer()
    {
        bool usingLiveAudio = false;

        while (true)
        {
            if (usingLiveAudio && useBakedAudio)
            {
                if (clip != null)
                {
                    source.Stop();
                    source.clip = clip;
                    source.Play();
                    usingLiveAudio = false;
                }
                else
                {
                    useBakedAudio = false;                     // if there's no valid audio file to play, switch back to live
                    Debug.Log("no valid audio clip has been assigned");
                }
            }

            while (useBakedAudio)
            {
                yield return(null);
            }

            if (!usingLiveAudio)
            {
                source.Stop();
                source.clip = Microphone.Start(selectedDevice, true, 10, maxFreq);
                while (Microphone.GetPosition(selectedDevice) <= 0)
                {
                    yield return(Microphone.GetPosition(selectedDevice));
                }
                source.Play();
            }

            usingLiveAudio = true;

            SimpleTimer bufferTimer = new SimpleTimer(5f);
            while (!bufferTimer.isFinished && !useBakedAudio)
            {
                yield return(bufferTimer);
            }

            // stop playing audio and halt mic recording
            source.Stop();
            Microphone.End(selectedDevice);

            // set new clip to new recording and wait for recording to being before playing source
            source.clip = Microphone.Start(selectedDevice, true, 10, maxFreq);
            while (Microphone.GetPosition(selectedDevice) <= 0)
            {
                yield return(Microphone.GetPosition(selectedDevice));
            }

            source.Play();
        }
    }
コード例 #3
0
ファイル: Timers.cs プロジェクト: vrajeshbhavsar/mcjs
        public SimpleTimer GetSimpleTimer(string name)
        {
            var timer = new SimpleTimer(name);

            _simpleTimers.Add(timer);
            return(timer);
        }
コード例 #4
0
ファイル: InGamePage.cs プロジェクト: philipcass/simple_racer
    override public void Start()
    {
        ListenForUpdate(HandleUpdate);

        st = new SimpleTimer();
        st.Start();

        gameNodes = new FContainer();
        Futile.atlasManager.LoadImage("car");

        WEHTiled hurr = new WEHTiled("track");

        gameNodes.AddChild(hurr.DrawLayer(0));
        FContainer coll = hurr.DrawLayer(1);

        gameNodes.AddChild(coll);

        c          = new Car(Futile.atlasManager.GetElementWithName("car"), coll);
        c.x        = Futile.screen.width;
        c.y        = -Futile.screen.height;
        c.rotation = 90;
        gameNodes.AddChild(c);

        lapCollider        = new FSprite(Futile.whiteElement);
        lapCollider.scaleY = 5;
        lapCollider.SetPosition(1220, -832);
        lapCollider.alpha = 0;
        gameNodes.AddChild(lapCollider);

        RXWatcher.Watch(gameNodes);
        RXWatcher.Watch(lapCollider);

        this.AddChild(gameNodes);
        SetupUI();
    }
コード例 #5
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 // Use this for initialization
 void Start()
 {
     butt          = GetComponent <Button>();
     fillCanvas    = coolDownSlider.GetComponent <Canvas>();
     onCooldown    = false;
     coolDownTimer = new SimpleTimer();
 }
コード例 #6
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    public void setNextTutorial(int currentOrder)
    {
        // get the next tutorial
        currentTutorial = getTutorialByOrder(currentOrder);

        if (!currentTutorial)
        {
            // finished all tutorials
            completedAllTutorials();
            return;
        }

        explanationText.text = currentTutorial.explanation;

        if (currentTutorial.displayTutorialTimer > 0.0f)
        {
            st = new SimpleTimer(null, currentTutorial.displayTutorialTimer);
            StartCoroutine(st.DisplayTutorial());
        }
        else
        {
            // not using the timer to control tutorial display
            displayTutorial = true;
        }
    }
コード例 #7
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        // ctor
        private HealthListener()
        {
            _request     = new Request(Utils.Config.BackEndSession.GetPhpSessionId(), Utils.Config.BackendUrl);
            _simpleTimer = Common.Utils.Hook.Loader <SimpleTimer> .Load();

            _simpleTimer.syncHealthAction = () => Task.Run(() => _request.PostJson("/player/health/sync", CurrentHealth.ToJson()));
        }
コード例 #8
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        private void ProcessQueue()
        {
            while (true)
            {
                MungEvent msg;
                if (_connection.State == ConnectionState.Connected)
                {
                    while (_q.TryDequeue(out msg))
                    {
                        try {
                            SimpleTimer.DebugTime("event-send", () => {
                                _connection.Send(msg);
                            });
                            Debug.WriteLine("MUNG: sent: " + JsonConvert.SerializeObject(msg));
                        } catch (Exception ex) {
                            System.Diagnostics.Debug.WriteLine(string.Format("MUNG: Unable to send event: {0}", ex.Message));
                        }
                    }
                }
                else
                {
                    if (_connection.State == ConnectionState.Disconnected)
                    {
                        System.Diagnostics.Debug.WriteLine(string.Format("MUNG: Connecting to {0}", _connectionUrl));
                        _connection.Start();
                        //Console.WriteLine("Mung not connected");
                        Thread.Sleep(1000);
                    }
                }

                Thread.Sleep(100);
            }
        }
コード例 #9
0
        protected Result DoNatTest(Simulator sim, Node node0, Node node1)
        {
            sim.Complete(true);
//      SimpleTimer.RunSteps(3600000);
            SimpleTimer.RunSteps(600000);
            long     throughput = Throughput(node0.EdgeListenerList) + Throughput(node1.EdgeListenerList);
            DateTime start      = DateTime.UtcNow;

            ManagedConnectionOverlord mco = new ManagedConnectionOverlord(node0);

            mco.Start();
            node0.AddConnectionOverlord(mco);
            mco.Set(node1.Address);

            AreConnected connected = new AreConnected(node0, node1, null);

            connected.Start();
            connected.Run(120);

            long   time           = (DateTime.UtcNow - start).Ticks / TimeSpan.TicksPerMillisecond;
            double avg_throughput = 0;

            if (time > 0)
            {
                throughput = Throughput(node0.EdgeListenerList) +
                             Throughput(node1.EdgeListenerList) - throughput;
                avg_throughput = (1.0 * throughput) / time / 1000;
            }

            sim.Disconnect();
            return(new Result(connected.TATypeAsString, time, avg_throughput));
        }
コード例 #10
0
 public void TimesOutWhenTimeoutIsReached()
 {
     SimpleTimer timer = new SimpleTimer(new TimeSpan(100));
     Assert.IsFalse(timer.IsTimeout());
     Task.Delay(200).Wait();
     Assert.IsTrue(timer.IsTimeout());
 }
コード例 #11
0
        // The following are some helper functions

        /// <summary>This is an example of an
        public bool Complete(bool quiet)
        {
            DateTime start     = DateTime.UtcNow;
            long     ticks_end = start.AddHours(1).Ticks;
            bool     success   = false;

            while (DateTime.UtcNow.Ticks < ticks_end)
            {
                success = CheckRing(false);
                if (success)
                {
                    break;
                }
                SimpleTimer.RunStep();
            }

            if (!quiet)
            {
                if (success)
                {
                    Console.WriteLine("It took {0} to complete the ring", DateTime.UtcNow - start);
                }
                else
                {
                    PrintConnections();
                    PrintConnectionState();
                    Console.WriteLine("Unable to complete ring.");
                }
            }

            return(success);
        }
コード例 #12
0
        public static void Run(RelayOverlapSimulator sim, Address addr1, Address addr2)
        {
            Console.WriteLine("Beginning");
            sim.Complete(false);

            SimpleTimer.RunSteps(1000000, false);
            StructuredNode node1 = (sim.Nodes[addr1] as NodeMapping).Node as StructuredNode;
            StructuredNode node2 = (sim.Nodes[addr2] as NodeMapping).Node as StructuredNode;

            sim.Complete(true);

            ManagedConnectionOverlord mco = new ManagedConnectionOverlord(node1);

            mco.Start();
            node1.AddConnectionOverlord(mco);
            mco.Set(addr2);

            Connection con1 = node1.ConnectionTable.GetConnection(ConnectionType.Structured, addr2);

            while (con1 == null)
            {
                SimpleTimer.RunStep();
                con1 = node1.ConnectionTable.GetConnection(ConnectionType.Structured, addr2);
            }

            Console.WriteLine(addr1 + "<=>" + addr2 + ":");
            Console.WriteLine("\t" + node1.ConnectionTable.GetConnection(ConnectionType.Structured, addr2) + "\n");
            sim.FindOverlap(node1, node2);
            node1.Disconnect();
            node2.Disconnect();
            SimpleTimer.RunSteps(100000);
            Console.WriteLine("End");
        }
コード例 #13
0
ファイル: Benchmarker.cs プロジェクト: dadhi/ecsharp
 /// <summary>Runs all public benchmark methods (static and nonstatic) in the
 /// specified object ('set') and prints results to the console. Each method
 /// is run the number of times indicated by the Trials attribute of
 /// BenchmarkAttribute (if provided) or DefaultNumTrials.</summary>
 public void RunPublicBenchmarksInConsole(object subject, bool randomOrder, string prefix = null, bool clearOldResults = true)
 {
                 #if CompactFramework
     // Console cursor cannot be controlled in the Compact Framework
     var t = new SimpleTimer();
     RunPublicBenchmarks(subject, randomOrder, () => {
         // Also, console printing is slow; avoid spending too much time on it
         if (t.ClearAfter(10000) != 0)
         {
             PrintResults(Console.Out); t.Restart();
         }
     }, prefix, clearOldResults);
     PrintResults(Console.Out);
                 #else
     int end = Console.CursorTop;
     RunPublicBenchmarks(subject, randomOrder, () =>
     {
         int start = Console.CursorTop;
         PrintResults(Console.Out);
         end = Console.CursorTop;
         Console.CursorTop = start;
     },
                         prefix, clearOldResults);
     Console.CursorTop = end;
                 #endif
 }
コード例 #14
0
        // Static Members

        public static void Simulator(TunnelOverlapSimulator sim)
        {
            Address addr1 = null, addr2 = null;

            sim.AddDisconnectedPair(out addr1, out addr2, sim.NCEnable);
            sim.Complete();

            SimpleTimer.RunSteps(1000000, false);
            StructuredNode node1 = (sim.Nodes[addr1] as NodeMapping).Node as StructuredNode;
            StructuredNode node2 = (sim.Nodes[addr2] as NodeMapping).Node as StructuredNode;

            node1.ManagedCO.AddAddress(addr2);
            SimpleTimer.RunSteps(100000, false);

            Console.WriteLine(addr1 + "<=>" + addr2 + ":");
            Console.WriteLine("\t" + node1.ConnectionTable.GetConnection(ConnectionType.Structured, addr2) + "\n");
            sim.PrintConnections(node1);
            Console.WriteLine();
            sim.PrintConnections(node2);

            Console.WriteLine("\nPhase 2 -- Disconnect...");
            sim.FindOverlap(node1, node2);
            sim.CloseOverlap(node1);
            sim.CloseOverlap(node2);

            SimpleTimer.RunSteps(100000, false);

            Console.WriteLine(addr1 + "<=>" + addr2 + ":");
            Console.WriteLine("\t" + node1.ConnectionTable.GetConnection(ConnectionType.Structured, addr2) + "\n");
            sim.PrintConnections(node1);
            Console.WriteLine();
            sim.PrintConnections(node2);

            sim.Disconnect();
        }
コード例 #15
0
        private static void waitUntilElementReadyStateIsComplete(IHTMLElement element)
        {
            //TODO: See if this method could be dropped, it seems to give
            //      more trouble (uninitialized state of elements)
            //      then benefits (I just introduced this method to be on
            //      the save side)

            if (ElementTag.IsValidElement(element, Image.ElementTags))
            {
                return;
            }

            // Wait if the readystate of an element is BETWEEN
            // Uninitialized and Complete. If it's uninitialized,
            // it's quite probable that it will never reach Complete.
            // Like for elements that could not load an image or ico
            // or some other bits not part of the HTML page.
            SimpleTimer timeoutTimer = new SimpleTimer(30);

            do
            {
                int readyState = ((IHTMLElement2)element).readyStateValue;

                if (readyState == 0 || readyState == 4)
                {
                    return;
                }

                Thread.Sleep(Settings.SleepTime);
            } while (!timeoutTimer.Elapsed);

            throw new WatiNException("Element didn't reach readystate = complete within 30 seconds: " + element.outerText);
        }
コード例 #16
0
ファイル: GameProcessManager.cs プロジェクト: Gmyth/D.I.V.E.
    private void ResetGame()
    {
        for (int i = 0; i < LoadedLevel.Count; i++)
        {
            Destroy(LoadedLevel[i]);
        }

        LoadedLevel.Clear();


        //Can do other stuff here
        PlayerHolder.GetComponentInChildren <GhostSprites>().KillSwitchEngage();
        ObjectRecycler.Singleton.RecycleAll();

        SimpleTimer timer = PlayerCharacter.Singleton.GetComponent <SimpleTimer>();

        timer.GetTimer();

        PlayerCharacter.Singleton.GetFSM().Reboot();

        PlayerHolder.GetComponentInChildren <MouseIndicator>().Show();

        PlayerHolder.SetActive(false);


        OnQuitLevel.Invoke(currentLevelIndex);

        currentLevelIndex = -1;


        TimeManager.Instance.Resume();
    }
コード例 #17
0
ファイル: UtilityClassTests.cs プロジェクト: soloradish/WatiN
        public void SimpleTimerOneSecond()
        {
            var timer = new SimpleTimer(TimeSpan.FromSeconds(1));

            Thread.Sleep(1200);
            Assert.IsTrue(timer.Elapsed);
        }
コード例 #18
0
ファイル: NetworkClient.cs プロジェクト: yulingjie/FPS
    void AddTimer(float tick, Action callback)
    {
        var timer = new SimpleTimer();

        timer.tick         = tick;
        timer.onTickNotify = callback;
    }
コード例 #19
0
    private void NewTimer()
    {
        currentShowControlsDelay += showControlsDelayIncrement;
        currentShowControlsDelay  = Mathf.Min(showControlsDelayMax, currentShowControlsDelay);

        playerTimer = new SimpleTimer(currentShowControlsDelay);
        playerTimer.TimerEndedEvent += PlayerTimeEvent;
    }
コード例 #20
0
ファイル: Connection.cs プロジェクト: gendalf90/WhenGunsSpeak
 public static Connection StartConnection(string session, float timeoutSeconds)
 {
     return(new Connection
     {
         Session = session,
         timeoutTimer = SimpleTimer.StartNew(timeoutSeconds)
     });
 }
コード例 #21
0
ファイル: Character.cs プロジェクト: brioche1703/2DShooter
 protected virtual void Awake()
 {
     rigidbody2d = GetComponent <Rigidbody2D>();
     // Timers
     bouncingTimer          = gameObject.AddComponent <SimpleTimer>();
     shieldRecoverTimer     = gameObject.AddComponent <SimpleTimer>();
     shieldRecoverRateTimer = gameObject.AddComponent <SimpleTimer>();
 }
コード例 #22
0
ファイル: GIFExtend.cs プロジェクト: FeboGameDeveloper/Pearl
 // Start is called before the first frame update
 protected void Awake()
 {
     if (sprites.IsAlmostSpecificCount())
     {
         _spriteManager = new SpriteManager(referenceContainerSprite);
         _timer         = new SimpleTimer(updateFrame);
     }
 }
コード例 #23
0
 protected static void RunUntilTaskFinished()
 {
     _finished = false;
     while (!_finished)
     {
         SimpleTimer.RunStep();
     }
 }
コード例 #24
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 public InputRepeater(Func <bool> inputSource)
 {
     InputValue       = inputSource;
     DelayUntilRepeat = new SimpleTimer(GlobalInputProperties.DelayUntilRepeat);
     RepeatDelay      = new SimpleTimer(GlobalInputProperties.RepeatDelay);
     DelayUntilRepeat.Reset();
     RepeatDelay.Reset();
 }
コード例 #25
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        public static async Task AddReactionAsync(this SocketUserMessage self, IEmote emote, int lifeTime)
        {
            await self.AddReactionAsync(emote);

            SimpleTimer newTimer = new SimpleTimer(async() => { await self.RemoveReactionAsync(emote, Client.CurrentUser); }, MathService.TimeUnitToMilli(TimeUnit.Seconds, lifeTime), false);

            newTimer.Start();
        }
コード例 #26
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        protected void Awake()
        {
            _isWrong = percentSpeedSpecificLayer == null || containerLayers == null ||
                       percentSpeedSpecificLayer.Length < containerLayers.childCount;

            _timer           = new SimpleTimer(timeForChangeDirection);
            _currentVelocity = velocityParallax;
        }
コード例 #27
0
ファイル: SimpleTimer_Test.cs プロジェクト: Valks/tftp.net
        public void TimesOutWhenTimeoutIsReached()
        {
            SimpleTimer timer = new SimpleTimer(new TimeSpan(100));

            Assert.IsFalse(timer.IsTimeout());
            Thread.Sleep(200);
            Assert.IsTrue(timer.IsTimeout());
        }
コード例 #28
0
ファイル: CpsCalculator.cs プロジェクト: jon-hyland/games
 /// <summary>
 /// Class constructor.
 /// </summary>
 public CpsCalculator(TimeSpan windowTimeSpan)
 {
     _windowTimeSpan = windowTimeSpan;
     _window         = new List <Period>
     {
         new Period()
     };
     _timer = new SimpleTimer(Timer_Callback, 100);
 }
コード例 #29
0
ファイル: CpsCalculator.cs プロジェクト: jon-hyland/games
 /// <summary>
 /// Class constructor.
 /// </summary>
 public CpsCalculator(ushort windowSeconds)
 {
     _windowTimeSpan = TimeSpan.FromSeconds(windowSeconds);
     _window         = new List <Period>
     {
         new Period()
     };
     _timer = new SimpleTimer(Timer_Callback, 100);
 }
コード例 #30
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        public void TestTimeoutInvoke()
        {
            var         test_bool     = false;
            IDisposable disposeHandle = SimpleTimer.SetTimeout(() => test_bool = true, 100);

            Assert.IsFalse(test_bool);
            Thread.Sleep(150);
            Assert.IsTrue(test_bool);
        }
コード例 #31
0
        public GroupCertificateVerification(string revocation_url, string cacert_path)
        {
            _revocation_url = revocation_url;
              _timer = new SimpleTimer(UpdateRl, null, 0, UPDATE_PERIOD);
              _timer.Start();
              _revoked_users = new Hashtable();

              using(FileStream fs = File.Open(cacert_path, FileMode.Open)) {
            byte[] cert = new byte[fs.Length];
            fs.Read(cert, 0, cert.Length);
            _ca_cert = new Certificate(cert);
              }
        }
コード例 #32
0
ファイル: JavaDialogHandler.cs プロジェクト: pusp/o2platform
		public void WaitUntilExists(int waitDurationInSeconds)
		{
			SimpleTimer timeoutTimer = new SimpleTimer(waitDurationInSeconds);

			while (!Exists() && !timeoutTimer.Elapsed)
			{
				Thread.Sleep(200);
			}

			if (!Exists())
			{
				throw new WatiNException(string.Format("Dialog not available within {0} seconds.", waitDurationInSeconds.ToString()));
			}
		}
コード例 #33
0
        internal PlayerCorpse(ZonePlayer zp, int xpLoss, bool zoneHasGraveyard)
            : base(zp, null)
        {
            _charId = zp.CharId;
            _hairColor = zp.HairColor;
            _beardColor = zp.BeardColor;
            _eyeColor1 = zp.EyeColor1;
            _hairStyle = zp.HairStyle;
            _luclinFace = zp.Face;
            _beard = zp.Beard;
            _xpLoss = xpLoss;

            // TODO: don't move items if PC had "become" an NPC?
            _lootItems = zp.InvMgr.AllPersonalItems().ToList<InventoryItem>();
            _lootItems.AddRange(zp.InvMgr.CursorItems());
            _lootItems.RemoveAll(ii => ii.Item.IsNoRent);

            if (IsEmpty())
                _decayTimer.Start(DECAYMS_EMPTY_PC_CORPSE);
            else {
                if (zp.Level <= PC_CORPSE_LEVEL_LOW)
                    _decayTimer = new SimpleTimer(DECAYMS_PC_CORPSE_LOW);
                else if (zp.Level <= PC_CORPSE_LEVEL_MID)
                    _decayTimer = new SimpleTimer(DECAYMS_PC_CORPSE_MID);
                else
                    _decayTimer = new SimpleTimer(DECAYMS_PC_CORPSE_HIGH);
            }

            if (zoneHasGraveyard)
                _graveyardTimer = new SimpleTimer(GRAVEYARD_TIMEOUT_MS);

            // TODO: get item tints and set for their corpse

            // TODO: soulbound items not switched to corpse, but put in normal slots on PC, not in a bag or what have you

            _allowedLooters.Add(zp.CharId);
            Save();
        }
コード例 #34
0
ファイル: Corpse.cs プロジェクト: natedahl32/EqEmulator-net
        private object _looterIdSyncLock = new object(); // Clients could try to loot at the same time (frequently do, actually)

        #endregion Fields

        #region Constructors

        /// <summary>For use with NPC mobs.</summary>
        /// <param name="mob">Mob that died.</param>
        /// <param name="decayTime">Miliseconds until corpse decay.</param>
        /// <param name="lootItems">Items which will be part of the corpse's loot.</param>
        internal Corpse(Mob mob, List<InventoryItem> lootItems)
            : base(mob.ID, mob.Name.RemoveDigits() + "'s corpse" + mob.ID.ToString(), "", mob.X, mob.Y, mob.Z, mob.Heading)
        {
            if (lootItems != null)
                _lootItems.AddRange(lootItems);
            this.Platinum = mob.Platinum;
            this.Gold = mob.Gold;
            this.Silver = mob.Silver;
            this.Copper = mob.Copper;

            _changed = false;

            if (IsEmpty())
                _decayTimer = new SimpleTimer(DECAYMS_EMPTY_NPC_CORPSE);
            else
                _decayTimer = new SimpleTimer(mob.Level > 54 ? DECAYMS_BOSS_NPC_CORPSE : DECAYMS_NPC_CORPSE);

            _gender = mob.Gender;
            _race = mob.Race;
            _bodyType = mob.BodyType;
            _size = mob.Size;
            _texture = mob.Texture;
            _helmTexture = mob.HelmTexture;
        }
コード例 #35
0
		/// <summary>
		/// Wait until the download progress window does not exist any more
		/// </summary>
		/// <param name="waitDurationInSeconds">duration in seconds to wait</param>
		public void WaitUntilDownloadCompleted(int waitDurationInSeconds)
		{
			SimpleTimer timeoutTimer = new SimpleTimer(waitDurationInSeconds);

			while (ExistsOrNull(DownloadProgressDialog) && !timeoutTimer.Elapsed)
			{
//        Logger.LogAction("WaitUntilDownloadCompleted");
				Thread.Sleep(200);
			}

			if (ExistsOrNull(DownloadProgressDialog))
			{
				throw new WatiNException(string.Format("Still downloading after {0} seconds.", waitDurationInSeconds.ToString()));
			}

			Logger.LogAction("Download complete at " + DateTime.Now.ToLongTimeString());
		}
コード例 #36
0
    protected IEnumerator ManageBuffer()
    {
        bool usingLiveAudio = false;

        while (true)
        {
            if (usingLiveAudio && useBakedAudio)
            {
                if (clip != null)
                {
                    source.Stop();
                    source.clip = clip;
                    source.Play();
                    usingLiveAudio = false;
                }
                else
                {
                    useBakedAudio = false; // if there's no valid audio file to play, switch back to live
                    Debug.Log("no valid audio clip has been assigned");
                }
            }

            while (useBakedAudio)
                yield return null;

            if (!usingLiveAudio)
            {
                source.Stop();
                source.clip = Microphone.Start(selectedDevice, true, 10, maxFreq);
                while (Microphone.GetPosition(selectedDevice) <= 0)
                    yield return Microphone.GetPosition(selectedDevice);
                source.Play();
            }

            usingLiveAudio = true;

            SimpleTimer bufferTimer = new SimpleTimer(5f);
            while (!bufferTimer.isFinished && !useBakedAudio)
                yield return bufferTimer;

            // stop playing audio and halt mic recording
            source.Stop();
            Microphone.End(selectedDevice);

            // set new clip to new recording and wait for recording to begin before playing source
            source.clip = Microphone.Start(selectedDevice, true, 10, maxFreq);
            while (Microphone.GetPosition(selectedDevice) <= 0)
                yield return Microphone.GetPosition(selectedDevice);

            source.Play();
        }
    }
コード例 #37
0
 /// <summary>
 /// This method is called to initialise the start time for
 /// determining a time out. It's set to the current time.
 /// </summary>
 /// <returns></returns>
 public virtual SimpleTimer InitTimeout()
 {
     _timer = null;
     return Timer;
 }
コード例 #38
0
ファイル: NpcMob.cs プロジェクト: natedahl32/EqEmulator-net
        public NpcMob(int entityId, Npc npcData, int gridId, float x, float y, float z, float heading)
            : base(entityId, npcData.Name, npcData.SurName, npcData.AC, (short)npcData.Attack, (short)npcData.STR, (short)npcData.STA,
                (short)npcData.DEX, (short)npcData.AGI, npcData.INT, npcData.WIS, npcData.CHA, npcData.Hp, npcData.Hp, npcData.Gender,
                (short)npcData.HpRegenRate, (short)npcData.ManaRegenRate, npcData.Race, npcData.NpcClass, npcData.NpcLevel, (BodyType)npcData.BodyType,
                0, x, y, z, heading, npcData.Size, npcData.RunSpeed, 0)
        {
            _npcDbId = npcData.NpcID;
            _gridId = gridId;
            _seeInvis = npcData.SeeInvis;
            _seeInvisToUndead = npcData.SeeInvisUndead;
            _seeHide = npcData.SeeHide;
            _seeImprovedHide = npcData.SeeImprovedHide;
            _texture = npcData.Texture;
            _helmTexture = npcData.HelmTexture;
            _hairColor = (byte)npcData.HairColorLuclin;
            _beardColor = (byte)npcData.BeardColorLuclin;
            _eyeColor1 = (byte)npcData.EyeColorLuclin;
            _eyeColor2 = (byte)npcData.EyeColor2Luclin;
            _hairStyle = (byte)npcData.HairStyleLuclin;
            _luclinFace = (byte)npcData.Face;
            _beard = (byte)npcData.BeardLuclin;
            _aggroRange = npcData.AggroRadius;
            _assistRange = npcData.AggroRadius;
            _findable = npcData.Findable;
            _trackable = npcData.Trackable;
            _accuracy = npcData.Accuracy;
            _attackSpeed = npcData.AttackSpeed;
            _willAggroNPCs = npcData.NpcAggro;
            _meleeTexture1 = npcData.MeleeTexture1;
            _meleeTexture2 = npcData.MeleeTexture2;
            _minDmg = npcData.MinDamage;
            _maxDmg = npcData.MaxDamage;

            // TODO: timers... combat event, swarm, class attack, knight attack, assist, enraged, taunt
            _globalPositionUpdateTimer = new SimpleTimer(GLOBAL_POS_UPDATE_INTERVAL);   // TODO: does this belong in mob?
            _hpUpdateTimer = new SimpleTimer(HP_UPDATE_INTERVAL);

            // Mana regen rate adjustments for lazy db updaters
            _manaRegen = Math.Max(_manaRegen, (short)0);
            if (GetCasterClass() != CasterClass.None && _manaRegen == 0)
                _manaRegen = (short)((this.Level / 10) + 4);

            // TODO: HP regen adjustments (Gives low end mobs no regen if set to 0 in db.  Makes low end mobs more killable)
            _hpRegen = Math.Max(_hpRegen, (short)0);
            if (_hpRegen == 0) {

            }

            // min and max dmg adjustments
            if (_maxDmg == 0) {
                int acAdj = 12;

                if (this.Level >= 66) {
                    if (_minDmg == 0)
                        _minDmg = 200;
                    if (_maxDmg == 0)
                        _maxDmg = ((((99000) * (this.Level - 64)) / 400) * acAdj / 10);
                }
                else if (this.Level >= 60 && this.Level <= 65) {
                    if (_minDmg == 0)
                        _minDmg = (this.Level + (this.Level / 3));
                    if (_maxDmg == 0)
                        _maxDmg = (this.Level * 3) * acAdj / 10;
                }
                else if (this.Level >= 51 && this.Level <= 59) {
                    if (_minDmg == 0)
                        _minDmg = (this.Level + (this.Level / 3));
                    if (_maxDmg == 0)
                        _maxDmg = (this.Level * 3) * acAdj / 10;
                }
                else if (this.Level >= 40 && this.Level <= 50) {
                    if (_minDmg == 0)
                        _minDmg = this.Level;
                    if (_maxDmg == 0)
                        _maxDmg = (this.Level * 3) * acAdj / 10;
                }
                else if (this.Level >= 28 && this.Level <= 39) {
                    if (_minDmg == 0)
                        _minDmg = this.Level / 2;
                    if (_maxDmg == 0)
                        _maxDmg = ((this.Level * 2) + 2) * acAdj / 10;
                }
                else if (this.Level <= 27) {
                    if (_minDmg == 0)
                        _minDmg = 1;
                    if (_maxDmg == 0)
                        _maxDmg = (this.Level * 2) * acAdj / 10;
                }

                int clFact = GetClassLevelFactor();
                _minDmg = (_minDmg * clFact) / 220;
                _maxDmg = (_maxDmg * clFact) / 220;
            }

            // TODO: calc max mana and then set mana

            // Adjust resists if needed
            _mr = npcData.MR < 1 ? (short)((this.Level * 11) / 10) : npcData.MR;
            _cr = npcData.MR < 1 ? (short)((this.Level * 11) / 10) : npcData.CR;
            _dr = npcData.MR < 1 ? (short)((this.Level * 11) / 10) : npcData.DR;
            _fr = npcData.MR < 1 ? (short)((this.Level * 11) / 10) : npcData.FR;
            _pr = npcData.MR < 1 ? (short)((this.Level * 11) / 10) : npcData.PR;

            // TODO: faction

            // TODO: spells

            // TODO: set guard spot?

            if (npcData.Loot != null)
                AddLoot(npcData);   // Give npc some loot

            //_log.DebugFormat("{0} has {1} items - {2} of which are equipped...", npcData.Name, _lootItems.Count, _equipedItems.Count);
            //foreach (KeyValuePair<uint, LootItem> kvp in _equipedItems) {
            //    _log.DebugFormat("slot {0} has itemId {1}", kvp.Key, kvp.Value.ItemID);
            //}

            if (npcData.NpcSpecialAttacks != null)
                ParseSpecialAttacks(npcData.NpcSpecialAttacks);

            StartAI();
        }
コード例 #39
0
ファイル: DialogWatcher.cs プロジェクト: pusp/o2platform
		private static void WaitUntilVisibleOrTimeOut(Window window)
		{
			// Wait untill window is visible so all properties
			// of the window class (like Style and StyleInHex)
			// will return valid values.
			SimpleTimer timer = new SimpleTimer(Settings.WaitForCompleteTimeOut);

			do
			{
				if (window.Visible) return;

				Thread.Sleep(50);
			} while (!timer.Elapsed);

			Logger.LogAction("Dialog with title '{0}' not visible after {1} seconds.", window.Title, Settings.WaitForCompleteTimeOut);
		}
コード例 #40
0
ファイル: HierarchicalTimers.cs プロジェクト: reshadi2/mcjs
    public Timers(string name = null)
    {
      if (string.IsNullOrEmpty(name))
        Name = "Timers";
      else
        Name = name;

      TimersOverhead = new SimpleTimer("TimerOverhaed");
    }
コード例 #41
0
ファイル: Mob.cs プロジェクト: natedahl32/EqEmulator-net
        protected internal virtual void Init()
        {
            // TODO: load buffs, procs, shielders?

            // start various timers
            _ticTimer = new SimpleTimer(TIC_INTERVAL);
            _attackTimer = new SimpleTimer(0);
            _dwAttackTimer = new SimpleTimer(0);
            _rangedAttackTimer = new SimpleTimer(0);
            _stunTimer = new SimpleTimer(0);
            _manaUpdateTimer = new SimpleTimer(MANA_UPDATE_INTERVAL);

            // TODO: pets

            _hateMgr = new HateManager(this);
        }
コード例 #42
0
		/// <summary>
		/// Wait until the save/open/run dialog opens.
		/// This exists because some web servers are slower to start a file than others.
		/// </summary>
		/// <param name="waitDurationInSeconds">duration in seconds to wait</param>
		public void WaitUntilFileDownloadDialogIsHandled(int waitDurationInSeconds)
		{
			SimpleTimer timeoutTimer = new SimpleTimer(waitDurationInSeconds);

			while (!HasHandledFileDownloadDialog && !timeoutTimer.Elapsed)
			{
//        Logger.LogAction("WaitUntilFileDownloadDialogIsHandled");
				Thread.Sleep(200);
			}

			if (!HasHandledFileDownloadDialog)
			{
				throw new WatiNException(string.Format("Has not shown dialog after {0} seconds.", waitDurationInSeconds.ToString()));
			}
		}
コード例 #43
0
        public bool WaitUntilHandled(int timeoutAfterSeconds)
	    {
            SimpleTimer timer = new SimpleTimer(timeoutAfterSeconds);
            while (!HasHandledDialog && !timer.Elapsed)
            {
                Thread.Sleep(200);
            }

	        return HasHandledDialog;
	    }
コード例 #44
0
ファイル: IpopNode.cs プロジェクト: xujyan/ipop
        /// <summary>Let's see if we can route for an IP.  Default is do
        /// nothing!</summary>
        /// <param name="ip">The IP in question.</param>
        protected void HandleNewStaticIP(MemBlock ether_addr, MemBlock ip)
        {
            if(!_ipop_config.AllowStaticAddresses) {
            return;
              }

              lock(_sync) {
            if(_dhcp_config == null) {
              return;
            }
              }

              if(!_dhcp_server.IPInRange(ip)) {
            return;
              }

              DHCPServer dhcp_server = CheckOutDHCPServer(ether_addr);
              if(dhcp_server == null) {
            return;
              }

              ProtocolLog.WriteIf(IpopLog.DHCPLog, String.Format(
              "Static Address request for: {0}", Utils.MemBlockToString(ip, '.')));

              WaitCallback wcb = null;

              wcb = delegate(object o) {
            byte[] res_ip = null;

            try {
              res_ip = dhcp_server.RequestLease(ip, true,
              Brunet.Address.ToString(),
              _ipop_config.AddressData.Hostname);
            } catch(Exception e) {
              ProtocolLog.WriteIf(IpopLog.DHCPLog, e.Message);
            }

            if(res_ip == null) {
              ProtocolLog.WriteIf(IpopLog.DHCPLog, String.Format(
                "Request for {0} failed!", Utils.MemBlockToString(ip, '.')));
            } else {
              lock(_sync) {
            bool new_entry = true;
            if(_ether_to_ip.ContainsKey(ether_addr)) {
              if(_ether_to_ip[ether_addr].Equals(ip)) {
                new_entry = false;
              }
            }
            if(new_entry) {
              if(_static_mapping.ContainsKey(ether_addr)) {
                _static_mapping[ether_addr].Dispose();
              }
              _static_mapping[ether_addr] = new SimpleTimer(wcb, null,
                  _dhcp_config.LeaseTime * 1000 / 2,
                  _dhcp_config.LeaseTime * 1000 / 2);
            }
            UpdateMapping(ether_addr, MemBlock.Reference(res_ip));
              }
            }

            CheckInDHCPServer(dhcp_server);
              };

              ThreadPool.QueueUserWorkItem(wcb);
        }
コード例 #45
0
ファイル: EasyClient.cs プロジェクト: youkebing/EasyNet
 static EasyClient()
 {
     _timer = new SimpleTimer(_sch);
 }
コード例 #46
0
ファイル: IEElementFinder.cs プロジェクト: pusp/o2platform
	    private static void waitUntilElementReadyStateIsComplete(IHTMLElement element)
		{
			//TODO: See if this method could be dropped, it seems to give
			//      more trouble (uninitialized state of elements)
			//      then benefits (I just introduced this method to be on 
			//      the save side)

			if (ElementTag.IsValidElement(element, Image.ElementTags))
			{
				return;
			}

			// Wait if the readystate of an element is BETWEEN
			// Uninitialized and Complete. If it's uninitialized,
			// it's quite probable that it will never reach Complete.
			// Like for elements that could not load an image or ico
			// or some other bits not part of the HTML page.     
			SimpleTimer timeoutTimer = new SimpleTimer(30);

			do
			{
				int readyState = ((IHTMLElement2) element).readyStateValue;

				if (readyState == 0 || readyState == 4)
				{
					return;
				}

				Thread.Sleep(Settings.SleepTime);
			} while (!timeoutTimer.Elapsed);

			throw new WatiNException("Element didn't reach readystate = complete within 30 seconds: " + element.outerText);
		}
コード例 #47
0
ファイル: Timers.cs プロジェクト: reshadi2/mcjs
 public SimpleTimer GetSimpleTimer(string name)
 {
   var timer = new SimpleTimer(name);
   _simpleTimers.Add(timer);
   return timer;
 }
コード例 #48
0
		/// <summary>
		/// Handles the dialogs to download (and save) a file
		/// Mainly used internally by WatiN.
		/// </summary>
		/// <param name="window">The window.</param>
		/// <returns></returns>
		public override bool HandleDialog(Window window)
		{
			// This if handles the File download dialog
			if (!HasHandledFileDownloadDialog && IsFileDownloadDialog(window))
			{
				window.ToFront();
				window.SetActivate();

				DownloadProgressDialog = new Window(window.ParentHwnd);

				WinButton btn = GetButtonToPress(window);
				btn.Click();

				hasHandledFileDownloadDialog = !Exists(window);

				if (HasHandledFileDownloadDialog)
				{
					Logger.LogAction("Download started at " + DateTime.Now.ToLongTimeString());
					Logger.LogAction("Clicked " + _optionEnum.ToString());
				}

				return true;
			}

			// This if handles the download progress dialog
			if (IsDownloadProgressDialog(window))
			{
				DownloadProgressDialog = window;

                WinButton openOrRun= new WinButton(4377, new Hwnd(window.Hwnd));

                if (openOrRun.Enabled)
                {
                    WinButton close = new WinButton(2, new Hwnd(window.Hwnd));

                    close.Click();
                    
                    SimpleTimer timer = new SimpleTimer(5);
                    while (!timer.Elapsed && window.Exists())
                    {
                        Thread.Sleep(200);
                    }
                }

				return true;
			}

			// This if handles the File save as dialog
			if (IsFileSaveDialog(window))
			{
				Logger.LogAction("Saving Download file as " + saveAsFilename);

				DownloadProgressDialog = new Window(window.ParentHwnd);

				HandleFileSaveDialog(window);

				return true;
			}

			// Window is not a dialog this handler can handle.
			return false;
		}
コード例 #49
0
ファイル: MobAI.cs プロジェクト: natedahl32/EqEmulator-net
        internal virtual void StartAI()
        {
            _thinkTimer = new SimpleTimer(THINK_INTERVAL, true);
            _walkTimer = new SimpleTimer(0);
            _moveTimer = new SimpleTimer(MOVE_INTERVAL);
            _scanTimer = new SimpleTimer(SCAN_INTERVAL);
            _aiTargetCheckTimer = new SimpleTimer(TARGET_CHECK_INTERVAL);
            // TODO: feign remember timer

            _deltaX = _deltaY = _deltaZ = 0.0F;
            _deltaHeading = 0;
            _hateMgr.Clear();
            _runAnimSpeed = 0;
            this.IsAIControlled = true;
            _lastChange = DateTime.Now;
        }
コード例 #50
0
 /// <summary>
 /// This method is called to initialise the start time for
 /// determining a time out. It's set to the current time.
 /// </summary>
 /// <returns></returns>
 protected virtual SimpleTimer InitTimeout()
 {
     _timer = null;
     return Timer;
 }
コード例 #51
0
ファイル: NetTimerManager.cs プロジェクト: dengswing/network
 public NetTimerManager()
 {
     simpleTimer = new SimpleTimer(waitResponseTime);
     simpleTimer.tick += TickHandler;
 }