private void OnTimerTick(object sender, TimeEventArgs args) { lock (this) { Monitor.Pulse(this); } }
/// <summary> /// Callback invoked, in the ambient mode, for every watch application tick. /// In the ambient mode the callback is invoked once every minute. /// </summary> /// <param name="time">Structure containing the current time data.</param> protected override void OnAmbientTick(TimeEventArgs time) { base.OnAmbientTick(time); WatchTime wt = time.Time; _mainPage.SetTime(wt.Year, wt.Month, wt.Day, wt.Hour, wt.Minute, wt.Second); }
void PlaybackDevice_Time(object source, TimeEventArgs e) { mCurrentPos = e.CurrentTimePosition; SetTimeLabel(); double[] maxDbs = e.MaxDbSinceLatestTime; if (maxDbs == null) { for (int i = 0; i < mHorizontalPPMeter.NumberOfChannels; i++) { mHorizontalPPMeter.SetValue(i, Double.NegativeInfinity); } for (int i = 0; i < mVerticalPPMeter.NumberOfChannels; i++) { mVerticalPPMeter.SetValue(i, Double.NegativeInfinity); } } else { for (int i = 0; i < maxDbs.Length; i++) { mHorizontalPPMeter.SetValue(i, maxDbs[i]); } for (int i = 0; i < mVerticalPPMeter.NumberOfChannels; i++) { mVerticalPPMeter.SetValue(i, maxDbs[i]); } } }
private void RespawnTimer_OnCompleted(IClockTimer sender, TimeEventArgs e) { Debug.Log("Respawn Timer completed"); // Reset the clock RespawnTimer.StopClockTimer(); // If the player is completely dead, dont respawn if (!Lives.HasLives) { return; } // Otherwise, Reset stats and Respawn the Player m_rigidbody2D.velocity = Vector3.zero; var spawnPoint = Game.Level.GetRandomSpawn(); transform.position = spawnPoint.transform.position; Stamina.SetMaxStamina(); // Enable the players scripts //var colliderPlayerScripts = new List<MonoBehaviour>(); //colliderPlayerScripts.AddRange(gameObject.GetComponents<MonoBehaviour>()); //colliderPlayerScripts.AddRange(gameObject.GetComponentsInChildren<MonoBehaviour>()); //foreach (var script in colliderPlayerScripts) //{ // script.enabled = true; //} // Show the Player Lives.IsAlive = true; }
static void CompareTime2(object sender, TimeEventArgs e) //时间是否到了 { if (e.Hour == e.CurrentHour && e.Minute == e.CurrentMinute) { e.ClockRing = true; } }
public void RunClock() { while (true) { Thread.Sleep(100); DateTime currentTime = DateTime.Now; if (currentTime.Second != this.second) { TimeEventArgs timeEvnetArgs = new TimeEventArgs() { Hour = currentTime.Hour, Minute = currentTime.Minute, Second = currentTime.Second }; if (TimeChanged != null) { TimeChanged(this, timeEvnetArgs); } this.second = currentTime.Second; this.minute = currentTime.Minute; this.hour = currentTime.Hour; } } }
protected override void OnTick(TimeEventArgs time) { base.OnTick(time); if (ViewModel != null) { ViewModel.Time = time.Time.UtcTimestamp + TimeSpan.FromMilliseconds(time.Time.Millisecond); } }
protected override void OnTick(TimeEventArgs time) { base.OnTick(time); if (_viewModel != null) { _viewModel.Time = time.Time.UtcTimestamp; } }
protected virtual void OnTimeChanged(TimeEventArgs e) { EventHandler <TimeEventArgs> handler = TimeChanged; if (handler != null) { handler(this, e); } }
private void StartTimer_OnStop(IClockTimer sender, TimeEventArgs e) { Debug.Log("Timer Started"); //var timer = sender as CountdownTimer; if (TimerUIText != null) { TimerUIText.text = ""; } }
// Called when the time tick event occurs. // It's called when the screen of the device is on. protected override void OnTick(TimeEventArgs time) { base.OnTick(time); // Update Time for UI update if (_viewModel != null) { _viewModel.Time = time.Time.UtcTimestamp + TimeSpan.FromMilliseconds(time.Time.Millisecond); } }
/// <summary> /// Called when the time tick event comes. /// </summary> /// <param name="time">TimeEventArgs</param> protected override void OnTick(TimeEventArgs time) { base.OnTick(time); if (_viewModel != null && _watch != null) { _viewModel.Time = time.Time.UtcTimestamp; _watch.MoveHands(); } }
/// <summary>Inform WatchFace ViewModel to update the clock</summary> /// <param name="time"></param> protected override void OnTick(TimeEventArgs time) { base.OnTick(time); if (_viewModel != null) { _viewModel.Time = time.Time.UtcTimestamp; _viewModel.Date = time.Time.UtcTimestamp.ToString("MMM dd").ToUpper(); } }
internal void Update(long ms) { TimeEventArgs args = new TimeEventArgs(ms); game.Update(this, args); if (args.CountIn) { time += ms; } }
static void CompareTime(object sender, TimeEventArgs e) //输入时间是否合法 { if (e.Hour > e.CurrentHour) { if (e.Minute > e.CurrentMinute) { e.IfTimeIslegal = true; } } }
private void StartTimer_OnStart(IClockTimer sender, TimeEventArgs e) { Debug.Log("Timer Started"); var timer = sender as CountdownTimer; if (TimerUIText != null) { TimerUIText.text = (timer.CurrentTimeSpan.Seconds).ToString(); } }
/// <summary> /// Called when the time tick event comes. /// </summary> /// <param name="time">TimeEventArgs</param> protected override void OnTick(TimeEventArgs time) { base.OnTick(time); if (_viewModel != null && _classicWatch != null) { _viewModel.Time = time.Time.UtcTimestamp; //Console.WriteLine($"OnTick Time.ToString:{_viewModel.Time.ToString()}"); _classicWatch.MoveHands(); } }
protected override void OnTick(TimeEventArgs time) { base.OnTick(time); if (_viewModel != null) { DateTime currentTime = time.Time.UtcTimestamp; _viewModel.Hour = currentTime.Hour; _viewModel.Minute = currentTime.Minute; } }
void OnTick(object sender, TimeEventArgs e) { var viewport = cameraProvider.Viewport; var currentPosition = Vector3.Project(positionProvider.Position, viewport.X, viewport.Y, viewport.Width, viewport.Height, viewport.MinDepth, viewport.MinDepth, cameraProvider.View * cameraProvider.Projection); if (!Vector3.NearEqual(currentPosition, lastPosition, Epsilon)) { AssociatedElement.Position = lastPosition + Offset; lastPosition = currentPosition; } }
public void Clockk(int hour, int minute) { TimeEventArgs Current = new TimeEventArgs(); Current.Hour = hour; Current.Minute = minute; while (!Current.ClockRing) { TheClock(this, Current); System.Threading.Thread.Sleep(1000); } }
public void Should_Get_CurrentTimeEventArgs_When_Calling_CurrentTime() { // Arrange var time = DateTime.Now.Ticks; TimeEventArgs timeEventArgs = null; _apiEventDispatcher.Time += (sender, args) => { timeEventArgs = args; }; // Act _apiEventDispatcher.currentTime(time); // Assert Assert.AreEqual(timeEventArgs.CurrentTime, time); }
private void Print_TimeChanged__(TimeEventArgs a) { if (InvokeRequired) { Print_TimeChanged_ d = new Print_TimeChanged_(Print_TimeChanged__); Invoke(d, new object[] { a }); } else { time = a.time_spend; label_spendtime.Text = string.Format("??????????????????: {0:0.##}s({1:0.##}m)", (a.time_spend), (a.time_spend / 60)); label_lefttime.Text = string.Format("????????????????: {0:0.##}s({1:0.##}m)", (a.time_left), (a.time_left / 60)); } }
//EVENT set time private void EventSetClockTime(object sender, TimeEventArgs e) { string H = e.getH; string M = e.getM; if (H.Length < 2) { H = "0" + H; } btnH.Content = "H: " + H; btnM.Content = "M: " + M; //DINASH add time to DB }
public void Update(GameTime sender, TimeEventArgs args) { RefreshStatus(); if (loading) { args.CountIn = false; if (timePassed < 100) { sender.Remove(timePassed); } timePassed = 0; return; } timePassed += args.TimePassed; }
public void Clock_Compare(int a, int b) { for (; ;) { System.DateTime currentTime = new System.DateTime(); //类的实例化 currentTime = System.DateTime.Now; if (currentTime.Hour == a && currentTime.Minute == b) { TimeEventArgs args = new TimeEventArgs(); args.hours = Myhours; args.minutes = Myminutes; Alarm_clockEvent(this, args); break; } System.Threading.Thread.Sleep(1000); } }
public void Clock(int x, int y) { DateTime time = DateTime.Now; TimeSpan tm = TimeSpan.FromSeconds(1); TimeEventArgs args = new TimeEventArgs(); while (time.Hour <= 24) { Console.WriteLine(time); Thread.Sleep(1000); if (time.Hour == x && time.Minute == y) { OnClock(this, args); } time = time + tm; } }
public void Update(GameTime sender, TimeEventArgs args) { if (!gameProcess.IsOpen) { crashRecovery = true; return; } isLoading = gameProcess.ReadInt32(addr) != 2; isNisPlaying = gameProcess.ReadInt32(nisAddr) == 4; if (crashRecovery) { crashRecovery = isNisPlaying; args.CountIn = !isLoading; return; } args.CountIn = !(isLoading && isNisPlaying); }
private void StartTimer_Completed(IClockTimer sender, TimeEventArgs e) { Debug.Log("Timer Complete"); //var timer = sender as CountdownTimer; if (TimerUIText != null) { TimerUIText.text = ""; } // Create the Navigation Parameter LevelNavigationParameter navigationParameter = new LevelNavigationParameter(); // Save the Players to static cache for recreation ingame foreach (var panel in PlayerPanels) { if (panel.HasJoinedGame) { navigationParameter.PlayersInGame.Add(panel.PlayerInfo); } } // Get the level vote winner LobbyLevelSelectPanelController levelMostVotes = LevelSelectionPanels[0]; foreach (var level in LevelSelectionPanels) { if (level.TotalVotes > levelMostVotes.TotalVotes) { levelMostVotes = level; } } // If Random was selected, set a random one if (string.IsNullOrEmpty(levelMostVotes.Level.SceneName) || levelMostVotes.Level.Name == "Random") { var index = Random.Range(1, LevelSelectionPanels.Count); levelMostVotes = LevelSelectionPanels[index]; } // Set the Selected Level navigationParameter.SelectedLevel = levelMostVotes.Level; // Begin loading the map NavigationManager.Instance.Navigate(navigationParameter.SelectedLevel.SceneName, navigationParameter); }
private void Window_RenderFrame(object sender, TimeEventArgs e) { serverConnection.ProcessMessages(); HandleInput(e.Time); camera.Position = world.Player.Position; camera.Orientation = world.Player.Orientation; world.Update(e.Time); while (DeferredTasks.Count > 0) { if (DeferredTasks.TryDequeue(out var task)) { task(); } } GL.ClearColor(0.6f, 0.7f, 0.8f, 1); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit); GL.Enable(EnableCap.CullFace); GL.Enable(EnableCap.DepthTest); GL.Disable(EnableCap.Blend); GL.Disable(EnableCap.ScissorTest); GL.Disable(EnableCap.StencilTest); GL.PolygonMode(MaterialFace.Front, PolygonMode.Fill); GL.PolygonMode(MaterialFace.Back, PolygonMode.Line); blockTextureAtlas.Texture.Bind(); var aspect = window.Width / (float)window.Height; worldRenderer.Draw(worldProgram, aspect, e.Time); userInterface.Draw(e.Time); GL.Disable(EnableCap.ScissorTest); }
public void Start() { while (true) { // // TimeOfTick time=new TimeOfTick(); string str = null; clock ts = new clock(); ts.setter(); str = ts.getter(); DateTime dt1 = DateTime.Parse(str); if (DateTime.Now > dt1) { Console.WriteLine("闹钟时间小于系统时间,请重新设置:"); continue; } while (true) { string strnow = DateTime.Now.ToString(); DateTime dt = DateTime.Parse(strnow); string str1 = dt.ToString(); //判断时间到了吗 if (str1 == str) { if (Tick != null) { TimeEventArgs TEA = new TimeEventArgs(); TEA.Time = DateTime.Now; Tick(this, TEA); } System.Console.WriteLine("设置时间到"); } } } }
private void StartTimer_Tick(IClockTimer sender, TimeEventArgs e) { Debug.Log("Timer Tick"); var timer = sender as CountdownTimer; if (TimerUIText != null) { if (timer.CurrentTime == timer.StartTime) { TimerUIText.text = (timer.CurrentTimeSpan.Seconds).ToString(); } else if (timer.CurrentTime == 0.0f) { TimerUIText.text = "0"; } else { TimerUIText.text = (timer.CurrentTimeSpan.Seconds + 1).ToString(); } } }
void Timeline_TimeChanged(object sender, TimeEventArgs e) { if (_lastImbTimelineUpdate.AddSeconds(0.1) < AppState.TimelineManager.CurrentTime && AppStateSettings.Instance.Imb != null && AppStateSettings.Instance.Imb.IsConnected && !_ignoreNext) { SendUpdate(); _ignoreNext = false; } }
private void NewTime(object clock, TimeEventArgs e) { Console.WriteLine("Clock Time: {0},{1},{2}", e.Hour.ToString(), e.Minute.ToString(), e.Second.ToString()); }
void Timeline_TimeContentChanged(object sender, TimeEventArgs e) { SendUpdate(); }