// Slice timer on / off protected void StartSlice() { if (Deleted) { return; } // if there's a restart timer on, kill it. if (m_Restart != null) { m_Restart.Stop(); m_Restart = null; } if (m_Slice != null) { m_Slice.Stop(); } m_Slice = new ChampSliceTimer(this); m_Slice.Start(); // reset level expire delay m_ExpireTime = DateTime.Now + Lvl_ExpireDelay; }
// This needs to be public so the restart timer can call it! public virtual void Restart() { if (Deleted) { return; } m_Restart = null; StartSpawn(); }
// pla: 13/01/2007 /// <summary> /// stops and restarts the restart timer with a new delay /// </summary> /// <param name="delay"></param> public void DoTimer(TimeSpan delay) { if (m_bActive) //cant have a restart if the champ is on { return; } m_End = DateTime.Now + delay; if (m_Restart != null) { m_Restart.Stop(); } m_Restart = new ChampRestartTimer(this, delay); m_Restart.Start(); }
// pla: 13/01/2007 /// <summary> /// stops and restarts the restart timer with a new delay /// </summary> /// <param name="delay"></param> public void DoTimer(TimeSpan delay) { if (m_bActive) //cant have a restart if the champ is on return; m_End = DateTime.Now + delay; if( m_Restart != null ) m_Restart.Stop(); m_Restart = new ChampRestartTimer(this, delay); m_Restart.Start(); }
// This needs to be public so the restart timer can call it! public virtual void Restart() { if( Deleted ) return; m_Restart = null; StartSpawn(); }
// Slice timer on / off protected void StartSlice() { if( Deleted ) return; // if there's a restart timer on, kill it. if( m_Restart != null ) { m_Restart.Stop(); m_Restart = null; } if ( m_Slice != null ) m_Slice.Stop(); m_Slice = new ChampSliceTimer( this ); m_Slice.Start(); // reset level expire delay m_ExpireTime = DateTime.Now + Lvl_ExpireDelay; }