private void TimerEnded() { _onEnd.Invoke(); if (_repeat) { _targetTime = _duration; } }
void timerEnded() { onEnd.Invoke(); if (reapeat) { targetTime = duration; } }
public void Stop() { if (!_awake) { return; } _awake = false; OnTimerEnd?.Invoke(); }
private IEnumerator Timer() { Debug.Log("Antes do Yield"); yield return(new WaitForSeconds(Duration)); Debug.Log("Depois do Yield"); OnTimerEnd.Invoke(this); }
public void Stop() { if (!_isAwake) { return; } Pause(); Reset(); OnTimerEnd?.Invoke(); }
private void CheckForTimerEnd() { if (RemainingSeconds > 0f) { return; } RemainingSeconds = 0f; OnTimerEnd?.Invoke(); }
private void UpdateTimer() { timerCounter -= Time.deltaTime; if (timerCounter < 0) { timerRunning = false; timerCounter = interval; onTimerEnd.Invoke(); } }
private void Tick() { currentTime -= Time.deltaTime; if (currentTime <= 0) { currentTime = 0; OnTimerEnd?.Invoke(); } OnTimerTick?.Invoke(currentTime); }
public void End() { if (ended) { return; } ended = true; currentTime = maxTime; OnTimerEnd?.Invoke(); }
private void Update() { if (timeStopped) { return; } currentTime -= Time.deltaTime; if (currentTime <= timeToEnd) { OnTimerEnd?.Invoke(); //SpawnTimer = 60; } }
public void Update(GameTime gameTime) { if (ended || Paused) { return; } currentTime += gameTime.ElapsedGameTime.Milliseconds; if (currentTime >= maxTime) { ended = true; currentTime = maxTime; OnTimerEnd?.Invoke(); } }
public void CountTime(float currentTime) { if (targetTime == duration || isCooldown) { return; } duration += currentTime; if (duration < targetTime) { return; } duration = targetTime; OnTimerEnd?.Invoke(); }
public void PassTime(float currentTime) { if (duration == 0 || !isCooldown) { return; } duration -= currentTime; if (duration > 0) { return; } duration = 0; OnTimerEnd?.Invoke(); }
void Update() { if (!TimerIsStarted) { return; } GameTimeLeftTimer -= DeltaTime; if (GameTimeLeftTimer <= 0) { if (!GameEnded) { OnTimerEnd?.Invoke(); GameEnded = true; } GameTimeLeftTimer = 0; } }
public void StartTimer() { for (;;) { foreach (var room in Timers.ToList()) { Timers[room.Key]--; SendMessage(TimersData[room.Key], Timers[room.Key]); if (Timers[room.Key] <= 0) { RemoveTimer(room.Key); OnTimerEnd?.Invoke(room.Key); } } Thread.Sleep(1000); } // ReSharper disable once FunctionNeverReturns }
public void Tick(float dt) { // Timer is done if (_duration < 0f) { return; } _duration -= dt; // Timer is not done if (_duration > 0f) { return; } _duration = 0f; OnTimerEnd?.Invoke(); }
public void Update() { if (IsRunning) { if (TimeRemaining > 0) { TimeRemaining -= UnityEngine.Time.deltaTime; if (TimeRemaining <= 5 && !spawnInFiveSecondsFired) { spawnInFiveSecondsFired = true; OnTimerEndInFiveSeconds?.Invoke(UserId); } } else { Reset(); OnTimerEnd?.Invoke(UserId); } } }
void UpdateTimer() { int newLeftTime = (int)(duration - GetPlayTime()); if (leftTime == newLeftTime) { return; } leftTime = newLeftTime; needUpdate = true; //audioSource.PlayOneShot(countdownBeepSFX); if (leftTime <= 0) { leftTime = 0; isPlaying = false; OnTimerEnd?.Invoke(); return; } }
private void OnDisable() { StopTimer(); OnTimerEnd.Invoke(); }
public void StopTimer() { currentTime = 0.0f; status = TimerStatus.Stopped; timerEnded.Invoke(currentTime); }