private void FinalUpdate() { LateUpdate?.Invoke(); while (AddClientQueue.Count > 0) { Tuple <string, ClientData> data = AddClientQueue.Dequeue(); List <User> users = new List <User>(); foreach (ClientData clientsValue in Clients.Values) { users.Add(clientsValue.UserData); } byte[] dataToSend = Encoding.ASCII.GetBytes($"pl_add_bulk {JsonConvert.SerializeObject(users.ToArray())}<EOF>"); data.Item2.SendData(dataToSend); Clients.Add(data.Item1, data.Item2); OnSendRPC += Clients[data.Item2.UserData.UUID].SendData; OnUserJoined?.Invoke(data.Item2.UserData); } }
private void OnLateUpdate() { if (LateUpdate != null) { LateUpdate.Invoke(); } }
// Triggers when the game makes a late update internal static void OnGameLateUpdate() { if (!isInitialized) { return; } LateUpdate?.Invoke(); }
private IEnumerator LateUpdateCoroutine() { var waiter = new WaitForEndOfFrame(); while (true) { yield return(waiter); try { LateUpdate?.Invoke(); } catch { } try { LateLateUpdate?.Invoke(); } catch { } } }
public Node <INode> GetNode(string nodeName, IConstellationFileParser constellationFileParser) { switch (nodeName) { case DeltaTime.NAME: INode nodeDeltaTime = new DeltaTime() as INode; return(new Node <INode> (nodeDeltaTime)); case ObjectParameter.NAME: INode nodeObjectAttribute = new ObjectParameter() as INode; return(new Node <INode> (nodeObjectAttribute)); case Update.NAME: INode nodeUpdate = new Update() as INode; return(new Node <INode> (nodeUpdate)); case LateUpdate.NAME: INode nodeLateUpdate = new LateUpdate() as INode; return(new Node <INode> (nodeLateUpdate)); case PlayerPreferences.NAME: INode nodePlayerPref = new PlayerPreferences() as INode; return(new Node <INode> (nodePlayerPref)); case LoadScene.NAME: INode nodeLoadScene = new LoadScene() as INode; return(new Node <INode> (nodeLoadScene)); case Quit.NAME: INode quit = new Quit() as INode; return(new Node <INode> (quit)); case AddConstellationBehaviourFromJSON.NAME: INode addConstellationBehaviourFromJSON = new AddConstellationBehaviourFromJSON() as INode; return(new Node <INode>(addConstellationBehaviourFromJSON)); default: return(null); } }
internal static void Internal_LateUpdate() { Time.SyncData(); LateUpdate?.Invoke(); }
internal static void Internal_LateUpdate() { LateUpdate?.Invoke(); }
public Node <INode> GetNode(string nodeName) { switch (nodeName) { case DeltaTime.NAME: INode nodeDeltaTime = new DeltaTime() as INode; return(new Node <INode> (nodeDeltaTime)); case KeyDown.NAME: INode nodeKeyDown = new KeyDown() as INode; return(new Node <INode> (nodeKeyDown)); case Transform.NAME: INode nodeTransform = new Transform() as INode; return(new Node <INode> (nodeTransform)); case Vec3.NAME: INode nodeVec3 = new Vec3() as INode; return(new Node <INode> (nodeVec3)); case Key.NAME: INode nodeKey = new Key() as INode; return(new Node <INode> (nodeKey)); case FindByName.NAME: INode nodeFindByName = new FindByName() as INode; return(new Node <INode> (nodeFindByName)); case ObjectAttribute.NAME: INode nodeObjectAttribute = new ObjectAttribute() as INode; return(new Node <INode> (nodeObjectAttribute)); case SplitVec3.NAME: INode nodeSplitVec3 = new SplitVec3() as INode; return(new Node <INode> (nodeSplitVec3)); case Update.NAME: INode nodeUpdate = new Update() as INode; return(new Node <INode> (nodeUpdate)); case LateUpdate.NAME: INode nodeLateUpdate = new LateUpdate() as INode; return(new Node <INode> (nodeLateUpdate)); case MouseButtonDown.NAME: INode nodeMouseButtonDown = new MouseButtonDown() as INode; return(new Node <INode> (nodeMouseButtonDown)); case PlayerPreferences.NAME: INode nodePlayerPref = new PlayerPreferences() as INode; return(new Node <INode> (nodePlayerPref)); case SetActive.NAME: INode nodeSetActive = new SetActive() as INode; return(new Node <INode> (nodeSetActive)); case LoadScene.NAME: INode nodeLoadScene = new LoadScene() as INode; return(new Node <INode> (nodeLoadScene)); case MousePosition.NAME: INode nodeMousePosition = new MousePosition() as INode; return(new Node <INode> (nodeMousePosition)); case ScreenToWorld.NAME: INode nodeScreenToWorld = new ScreenToWorld() as INode; return(new Node <INode> (nodeScreenToWorld)); case LookAtPosition.NAME: INode nodeLookAt = new LookAtPosition() as INode; return(new Node <INode> (nodeLookAt)); case GetComponent.NAME: INode nodeGetComponent = new GetComponent() as INode; return(new Node <INode> (nodeGetComponent)); case Color.NAME: INode nodeColor = new Color() as INode; return(new Node <INode> (nodeColor)); case Instantiate.NAME: INode instantiate = new Instantiate() as INode; return(new Node <INode> (instantiate)); case MaterialColor.NAME: INode materialColor = new MaterialColor() as INode; return(new Node <INode> (materialColor)); case Quit.NAME: INode quit = new Quit() as INode; return(new Node <INode> (quit)); case LoadTextFileAtPath.NAME: INode loadTextFileAtPath = new LoadTextFileAtPath() as INode; return(new Node <INode>(loadTextFileAtPath)); case StreamingAssetsPath.NAME: INode streamingAssetsPath = new StreamingAssetsPath() as INode; return(new Node <INode>(streamingAssetsPath)); case AddConstellationBehaviourFromJSON.NAME: INode addConstellationBehaviourFromJSON = new AddConstellationBehaviourFromJSON() as INode; return(new Node <INode>(addConstellationBehaviourFromJSON)); default: return(null); } }
public Node <INode> GetNode(string nodeName) { switch (nodeName) { case DeltaTime.NAME: INode nodeDeltaTime = new DeltaTime() as INode; return(new Node <INode> (nodeDeltaTime)); case KeyDown.NAME: INode nodeKeyDown = new KeyDown() as INode; return(new Node <INode> (nodeKeyDown)); case Transform.NAME: INode nodeTransform = new Transform() as INode; return(new Node <INode> (nodeTransform)); case Vec3.NAME: INode nodeVec3 = new Vec3() as INode; return(new Node <INode> (nodeVec3)); case Key.NAME: INode nodeKey = new Key() as INode; return(new Node <INode> (nodeKey)); case FindByName.NAME: INode nodeFindByName = new FindByName() as INode; return(new Node <INode> (nodeFindByName)); case ObjectAttribute.NAME: INode nodeObjectAttribute = new ObjectAttribute() as INode; return(new Node <INode> (nodeObjectAttribute)); case SplitVec3.NAME: INode nodeSplitVec3 = new SplitVec3() as INode; return(new Node <INode> (nodeSplitVec3)); case Update.NAME: INode nodeUpdate = new Update() as INode; return(new Node <INode> (nodeUpdate)); case LateUpdate.NAME: INode nodeLateUpdate = new LateUpdate() as INode; return(new Node <INode> (nodeLateUpdate)); case MouseButtonDown.NAME: INode nodeMouseButtonDown = new MouseButtonDown() as INode; return(new Node <INode> (nodeMouseButtonDown)); case PlayerPreferences.NAME: INode nodePlayerPref = new PlayerPreferences() as INode; return(new Node <INode> (nodePlayerPref)); case SetActive.NAME: INode nodeSetActive = new SetActive() as INode; return(new Node <INode> (nodeSetActive)); case LoadScene.NAME: INode nodeLoadScene = new LoadScene() as INode; return(new Node <INode> (nodeLoadScene)); case MousePosition.NAME: INode nodeMousePosition = new MousePosition() as INode; return(new Node <INode> (nodeMousePosition)); case ScreenToWorld.NAME: INode nodeScreenToWorld = new ScreenToWorld() as INode; return(new Node <INode> (nodeScreenToWorld)); case LookAtPosition.NAME: INode nodeLookAt = new LookAtPosition() as INode; return(new Node <INode> (nodeLookAt)); case GetComponent.NAME: INode nodeGetComponent = new GetComponent() as INode; return(new Node <INode> (nodeGetComponent)); case Color.NAME: INode nodeColor = new Color() as INode; return(new Node <INode> (nodeColor)); default: return(null); } }
internal static void _LateUpdate() { LateUpdate?.Invoke(); LogLateUpdate(); }
public void OnLateUpdate() { Asynced = true; LateUpdate?.Invoke(); }
public static AwaitInstructionAwaiter <WaitForFrames> WaitLateUpdate(this MonoBehaviour mono) => LateUpdate.ConfigureAwait(mono);
public static AwaitInstructionAwaiter <WaitForFrames> WaitLateUpdate(this Job job) => LateUpdate.ConfigureAwait(job.Token);