private static void Main(string[] args) { // var sm = new SDSkillManager(); // var s = sm.GetAllSkills(); // foreach (var skill in s) // { // Console.WriteLine($"Skill id : {skill.ID}\n"); // skill.SetCurrentPlayerLevel(0); // Console.WriteLine($"Skill can not be used... : {skill.CanBeUsed()}\n"); // skill.SetCurrentPlayerLevel(5); // Console.WriteLine($"Skill can be used... : {skill.CanBeUsed()}\n"); // skill.TryActivateSkill(); // skill.TryActivateSkill(); // Should not run because of cooldown // Console.WriteLine($"{skill.Name} is running : {skill.IsInUse} \n"); // Console.WriteLine($"{skill.Name} can be blocked? : {skill.CanBeBlocked} \n"); // Console.WriteLine($"{skill.Name} setting it to can be blocked\n"); // skill.CanBeBlocked = true; // Console.WriteLine($"{skill.Name} can be blocked? : {skill.CanBeBlocked} \n"); // Console.WriteLine($"{skill.Name} is blocked? : {skill.IsBlocked} \n"); // Console.WriteLine($"{skill.Name} blocking it\n"); // skill.IsBlocked = true; // Console.WriteLine($"{skill.Name} is blocked? : {skill.IsBlocked} \n"); // Console.WriteLine($"{skill.Name} trying activate blocked skill... Was it successfull : {skill.TryActivateSkill()}\n"); // Console.WriteLine($"{skill.Name} Immediate activation of blocked skill!!" + // $" Banzaiiii!! : {skill.ActivateSkillImmediately()}\n"); // Console.WriteLine($"{skill.Name} unblocking it\n"); // skill.IsBlocked = false; // } // Console.ReadKey(); // Create methods // var t0 = new FwTimer(1f); // var t1 = new FwTimer(); // var t2 = new FwTimer(10, TimerType.Inverted); // var t4 = new FwTimer(2, TimerType.Inverted, TimerLogStatus.Disabled); // t4.Start(); // t4.Pause(); // t4.TimePassed(); // t4.TimeLeft(); // t4.TimeIncrease(1f); // t4.TimeDecrease(1.0); FwTimer timer = new FwTimer(3000); TestClass tc = new TestClass(); timer.Elapsed += tc.OnEndOne; timer.Elapsed += tc.OnEndTwo; Console.WriteLine("Launching timer"); timer.Start(); Console.WriteLine("Timer launched"); // Console.ReadKey(); FwTimer timer2 = new FwTimer() {IntervalSeconds = 3}; TestClass tc2 = new TestClass(); timer2.Elapsed += tc2.OnEndOne; timer2.Elapsed += tc2.OnEndTwo; Console.WriteLine("Launching timer"); timer.Start(); Console.WriteLine("Timer launched"); // Console.ReadKey(); }
protected Skill_Framework_old(SkillData dataWorking) { _dataWorking = dataWorking; _dataDefault = (SkillData) _dataWorking.Clone(); _timerCooldown = new FwTimer(TimeCooldown); // for timer init _timerBlock = new FwTimer(_dataDefault.TimeBlocked); // remade to this class property _playerLevelCurrent = 1; }
private void initTimers() { _timerCooldown = new FwTimer {IntervalSeconds = _dataWorking.TimeCooldown }; _timerBlock = new FwTimer { IntervalSeconds = _dataWorking.TimeBlocked }; // TODO : If not blocked time = 0, dimer doesn't allow 0's }