/// <summary> /// Pysäyttää ajastimen tallentaen sen tilan. /// </summary> public void Pause() { _enabled = false; savedTrigger = trigInterval - timeToTrigger; savedCount = countInterval - timeToCount; timers.Remove(this); }
public void Update(Time time) { triggers.Update(time); foreach (var trig in triggers) { foreach (var op in trig.ops.FindAll(o => !o.IsCompleted)) { op.Lifetime -= time.SinceLastUpdate; if (op.Lifetime.TotalSeconds <= 0) { //Game.Instance.MessageDisplay.Add( "!!ABORT" ); op.CancellationToken.Cancel(); trig.failed++; } } if (trig.triggered + trig.failed >= trig.ops.Count) { triggers.Remove(trig); trig.onCompleted(); } } }
private void ObjectRemoved(IGameObject obj) { if (obj is ParticleSystem system) { Effects.Remove(system); } else { objectsWithDrawMethod.Remove(obj); objectsWithImage.Remove(obj); objectsWithoutImage.Remove(obj); } ((IGameObjectInternal)obj).Layer = null; }
private void ObjectRemoved(IGameObject obj) { //#if !DISABLE_EFFECTS if (obj is ParticleSystem) { Effects.Remove((ParticleSystem)obj); } else //#endif { objectsWithDrawMethod.Remove(obj); objectsWithImage.Remove(obj); objectsWithoutImage.Remove(obj); } ((IGameObjectInternal)obj).Layer = null; }
/// <summary> /// Poistaa liitoksen pelistä. /// </summary> /// <param name="j"></param> internal void Remove(IAxleJoint j) { Joints.Remove(j); }
internal void Remove(IGameObject o) { Objects.Remove(o); }