private void StartTimer(TimeName timeName, string timeValue) { // Get human readable version of time name string timeNameDescription = EnumDescription.Get <TimeName>(timeName); // Stop colour annimation, if it is currently going StopAnimation(); try { countdownTime = TimeSpan.Parse(timeValue); countdownTimer.Start(); if (timeName == TimeName.WORK) { this.WindowState = FormWindowState.Minimized; } } catch (OverflowException) { MessageBox.Show("One value in " + timeNameDescription + " time is too large or has incorrect number of digits"); } catch (FormatException) { MessageBox.Show(timeNameDescription + " time value is not in correct format (hh:mm:ss)"); } catch (Exception ex) { var t = ex.GetType(); MessageBox.Show("Exception in " + timeNameDescription + " time : " + ex.Message); } }
public static float GetTimeBonus(RuneType rune_type, ToyType toytype) { //if (Central.Instance.state != GameState.InGame) return 0f; //if (toytype == ToyType.Hero) return 0f; //meh this makes things confusing cuz the hero towers are identical to regular towers but somehow do less damage during the day?? //if (rune_type == Rune) TimeName now = Sun.Instance.GetCurrentTime(); float default_time_bonus = 0.33f; float ghost_time_bonus = 0.33f; switch (rune_type) { case RuneType.Sensible: return((now == TimeName.Dawn || now == TimeName.Day) ? default_time_bonus : 0f); case RuneType.Airy: return((now == TimeName.Dawn || now == TimeName.Day) ? default_time_bonus : 0f); case RuneType.Vexing: return((now == TimeName.Dawn || now == TimeName.Day) ? default_time_bonus : 0f); case RuneType.Slow: return((now == TimeName.Night || now == TimeName.Dusk) ? ghost_time_bonus : 0f); case RuneType.Time: return((now == TimeName.Night || now == TimeName.Dusk) ? ghost_time_bonus : 0f); case RuneType.Fast: return((now == TimeName.Night || now == TimeName.Dusk) ? ghost_time_bonus : 0f); } return(0f); }
public void OnDayTimeChange(TimeName name) { if (parent == null || !parent.active) { return; } SetTimeBonus(name); }
public TimeOfDay(TimeName _name, Color islandColor, Color _bg_color, Color _glowy_color, EnvType _envType) { name = _name; island_color = islandColor; bg_color = _bg_color; glowy_color = _glowy_color; envType = _envType; }
public InitWave(TimeName time_start, TimeName time_end, float timeChangePercent, int points, int wait_time, InitWavelet[] wavelets) { this.time_start = time_start.ToString(); this.time_end = time_end.ToString(); this.time_change_percent = timeChangePercent; this.points = points; this.wait_time = wait_time; this.wavelets = wavelets; }
public InitStats(int dreams, int health, TimeName time_of_day, int level_duration, int map_size_x, int map_size_y, LevelMod[] level_mod, EnvType env) { this.dreams = dreams; this.health = health; this.time_of_day = time_of_day.ToString(); this.level_duration = level_duration; this.map_size_x = map_size_x; this.map_size_y = map_size_y; this.level_mod = level_mod; this.env = env.ToString(); }
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% LOAD WAVES public void LoadWaves(InitLevel level) { //random wave mode is not supported!!! List <int> pathlist = new List <int>(); LevelMod level_mod = Peripheral.Instance.getLevelMod(); Moon.Instance.Waves = new List <wave>(); for (int x = 0; x < level.waves.Length; x++) { InitWave init_wave = level.waves[x]; int i = 1; wave mywave = new wave(); mywave.points = init_wave.points; mywave.xp = 5f; for (int y = 0; y < init_wave.wavelets.Length; y++) { InitWavelet init_wavelet = init_wave.wavelets[y]; init_wavelet.Modify(level_mod.wave_time_multiplier); mywave.add_wavelet(init_wavelet, false); i++; } mywave.wait = init_wave.wait_time; TimeName time_start = EnumUtil.EnumFromString <TimeName>(init_wave.time_start, TimeName.Null); TimeName time_end = EnumUtil.EnumFromString <TimeName>(init_wave.time_end, TimeName.Null); if (time_start != TimeName.Null && time_end != TimeName.Null) { mywave.SetTime(time_start, time_end, init_wave.time_change_percent); } else if (time_start != TimeName.Null) { mywave.SetStartTime(time_start); } else { mywave.SetStartTime(TimeName.Day); // Debug.Log("WAVE missing start time! Assuming Day\n"); } //mywave.adjust_total_run_time(); Moon.Instance.AddWave(mywave); } if (LevelBalancer.Instance.am_enabled) { LevelBalancer.Instance.original_waves = CloneUtil.copyList <wave>(Moon.Instance.Waves); LevelBalancer.Instance.AutoSetPaths(); } }
void SetTimeBonus(TimeName name) { if (time_bonus == null) { return; } if (StaticRune.GetTimeBonus(parent.rune.runetype, parent.rune.toy_type) > 0) { time_bonus.gameObject.SetActive(false); } else { time_bonus.gameObject.SetActive(false); } }
public static TimeOfDay getTimeOfDay(EnvType envType, TimeName timeName) { if (times.Length == 0) { initSettings(); } foreach (TimeOfDay t in times) { if (t.equals(timeName, envType)) { return(t); } } Debug.LogError($"Could not find a time of day for {envType} {timeName}\n!!"); return(new TimeOfDay(TimeName.Day, Color.white, Color.white, Color.white, EnvType.Forest)); }
public void SetTime(TimeName n) { for (int i = 0; i < times.Count; i++) { if (times[i].name == n) { if (current_image.image != null && current_image.image.enabled) { // current_image.tweener.StopMeNow(); current_image.image.enabled = false; } current_image = times[i]; current_image.image.enabled = true; // current_image.tweener.Init(); } } }
void ChangeTime() { LocationTime += Time.deltaTime; if (LocationTime >= 0f && LocationTime <= 20f) { NameOfTime = TimeName.Morning; } else { if (LocationTime >= 20f && LocationTime <= 40f) { NameOfTime = TimeName.Day; } else { if (LocationTime >= 40f && LocationTime <= 60f) { NameOfTime = TimeName.Evening; } else { if (LocationTime >= 60f && LocationTime <= 80f) { NameOfTime = TimeName.Night; } else { if (LocationTime >= 80f) { DayOfYear++; if (DayOfYear == 5) { DayOfYear = 0; } LocationTime = 0f; ChangeSeason(); } } } } } }
public RegularTrigger(Condition c, TimeName t) { condition = c; my_timename = t; Init(); }
public void SetTime(TimeName _tstart, TimeName _tend, float _tchange) { time_name_start = _tstart; time_name_end = _tend; time_change_percent = _tchange; }
public bool equals(TimeName timeOfDay, EnvType envType) { return(timeNameEqual(name, timeOfDay) && this.envType == envType); }
bool timeNameEqual(TimeName a, TimeName b) { return(a == b || (a == TimeName.Dawn && b == TimeName.Dusk) || (a == TimeName.Dusk && b == TimeName.Dawn)); }
public TimeOfDay(TimeName _name) { name = _name; }
void setCurrentDayTime(TimeName daytime) { indicator.SetTime(daytime); OnDayTimeChange?.Invoke(daytime); currentTimeName = daytime; //just for reference }
public void OnDayTimeChange(TimeName name) { // Debug.Log(ID + " registered a time change " + name + "\n"); UpdateStats(); }
public TimeBonus(TimeName _name, float _percent) { time = _name; percent = _percent; }
public void SetStartTime(TimeName _tstart) { time_name_start = _tstart; time_name_end = TimeName.Null; time_change_percent = 9999999999; }
public void Init() { m_curLocation = LocationName.City; m_curWeather = WeatherName.Sunny; m_curTime = TimeName.Day; }