private void OnClockTick(ClockTickMessage value) { //_planetUpdateCommand.Execute(); if (_counter >= 30) //update every 30th tick (seconds) { _counter = 0; } _counter++; }
private void OnClockTick(ClockTickMessage value) { //update all units passive skills for (int i = 0; i < _life.Units.Count; i++) { _tempUnitModel = _life.Units[i]; for (int j = 0; j < _tempUnitModel.PassiveSkills.Count; j++) { _skillCommand.Execute(_tempUnitModel, _tempUnitModel.PassiveSkills[j]); } } }
public void Process(ClockTickMessage value = null) { for (int i = 0; i < _SourceConnections.Count; i++) { _SourceConnections[i].Process(); } for (int i = 0; i < _TargetConnections.Count; i++) { _TargetConnections[i].Process(); } Delta = -(_PastValues[_PastValues.Count - 1] - Value); _PastValues.Add(Value); }
private void OnClockTick(ClockTickMessage value) { _node.Value = Amplitude * Math.Sin((_2pi * _time + Phase) / FullCycle) + VerticalOfset; _time++; }
private void OnClockTick(ClockTickMessage value) { Run(value.stepsPerTick); }
private void OnClockTick(ClockTickMessage value) { UpdateProperty(R.Energy); UpdateProperty(R.Science); UpdateProperty(R.Minerals); }