public IEnumerator Start() { pool = new InventoryPool<InventoryUIItemWrapper>(wrapperPrefab, 8); queue = new Queue<ItemHolder>(8); destroyTimer = new WaitForSeconds(slideAnimation.length - 0.025f); offsetTimer = new WaitForSeconds(offsetTimerSeconds); foreach (var inv in InventoryManager.GetLootToCollections()) { inv.OnAddedItem += (items, amount, cameFromCollection) => { if (cameFromCollection == false) { queue.Enqueue(new ItemHolder() { item = items.FirstOrDefault(), stackSize = amount}); } }; } while (true) { if (queue.Count > 0) { ShowItem(queue.Peek().item, queue.Peek().stackSize); queue.Dequeue(); // Remove it } yield return offsetTimer; } }
/// <summary> /// Loop the specified action periodically by the interval. /// </summary> /// <param name="action">Action.</param> /// <param name="interval">Interval.</param> IEnumerator Loop(Action action,float interval){ WaitForSeconds waitForSeconds = new WaitForSeconds (interval); while (true) { action (); yield return waitForSeconds;//new WaitForSeconds (interval); } }
void Start() { rb = GetComponent<Rigidbody2D>(); audioSource = GetComponent<AudioSource>(); if (rb != null) { hasRb = true; } audioCooldown = new WaitForSeconds(Random.Range(0.2f, 0.5f)); }
private void Start() { m_StartWait = new WaitForSeconds(m_StartDelay); m_EndWait = new WaitForSeconds(m_EndDelay); StartCoroutine(GameLoop()); }
private IEnumerator runTest() { var waiter = new WaitForSeconds( 1.0f ); while( true ) { for( var i = 0; i < cubes.Length; i++ ) { timex = updateChange * 0.1365143f; timey = updateChange * 0.3365143f; timez = updateChange * 2.5564f; endPt.x = noise.Noise( timex ) * (100+x) + origPos[i].x; endPt.y = noise.Noise( timey ) * (100+y) + origPos[i].y; endPt.z = noise.Noise( timez ) * (100+z) + origPos[i].z; var tween = tweens[i]; props[i].resetWithNewEndValue( endPt ); tween.restart( true ); updateChange += Time.deltaTime *5; } yield return waiter; } }
IEnumerator PingLoop(DuplexStreamingResult <Nil, Nil> streaming, CancellationToken token) { var waiter = new UnityEngine.WaitForSeconds(pingSecond); while (true) { if (token.IsCancellationRequested) { yield break; } yield return(waiter); if (token.IsCancellationRequested) { yield break; } var r = streaming.RequestStream.WriteAsync(Nil.Default).ToYieldInstruction(false); yield return(r); if (r.HasError) { yield break; } } }
private IEnumerator runTest() { var waiter = new WaitForSeconds( 1.0f ); var targetPoint = Vector3.zero; var goKitLite = GoKitLite.instance; while( true ) { for( var i = 0; i < _cubes.Length; i++ ) { _timeX = _updateDelta * 0.15f; _timeY = _updateDelta * 0.3f; _timeZ = _updateDelta * 3.0f; targetPoint.x = _perlinNoiseGenerator.Noise( _timeX ) * 100 + _originalPositions[i].x; targetPoint.y = _perlinNoiseGenerator.Noise( _timeY ) * 100 + _originalPositions[i].y; targetPoint.z = _perlinNoiseGenerator.Noise( _timeZ ) * 100 + _originalPositions[i].z; goKitLite.positionTo( _cubes[i], 1.0f, targetPoint ); _updateDelta += Time.deltaTime * 100; } yield return waiter; } }
public void Start() { waitTime = new WaitForSeconds(shootInterval); damageHander = behaviorTree.GetVariable("Target") as SharedDamageHandler; StartCoroutine(Shoot()); }
IEnumerator DoFire() { WaitForSeconds fireW = new WaitForSeconds(fireWait); WaitForSeconds fireD = new WaitForSeconds(fireDelay); while((EntityState)state == EntityState.Normal) { yield return fireW; mFiring = true; rigidbody.velocity = Vector3.zero; fireSignalGO.SetActive(true); yield return fireD; fireSignalGO.SetActive(false); Vector3 pos = fireSignalGO.transform.position; pos.z = 0; Vector3 dir = Player.instance.collider.bounds.center - pos; dir.z = 0; dir.Normalize(); Projectile proj = Projectile.Create(projGroup, fireProjType, pos, dir, null); proj.applyDirToUp.up = dir; mFiring = false; FollowChangePoint(); } }
public IEnumerator CauseDamageCoroutine(WaitForSeconds delay) { while (true) { CauseDamage(); yield return delay; } }
private void Start() { m_Ball = FindObjectOfType<Ball>(); m_StartWait = new WaitForSeconds(3.0f); m_EndWait = new WaitForSeconds(3.0f); StartCoroutine(GameLoop()); }
static public int constructor(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.WaitForSeconds o; System.Single a1; checkType(l, 2, out a1); o = new UnityEngine.WaitForSeconds(a1); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
void Awake() { Debug.Log("PossibleMatchesController awake"); instance = this; waitPollTime = new WaitForSeconds(0.5f); }
void Start() { delay = new WaitForSeconds(blinkSpeed); text = GetComponent<Text>(); canvasGroup = GetComponent<CanvasGroup>(); StartCoroutine(Blink()); }
private IEnumerator Generate() { WaitForSeconds wait = new WaitForSeconds (1f); GetComponent<MeshFilter>().mesh = mesh = new Mesh (); mesh.name = "Procedural Grid"; #region Vertices Creation totalVertices = (sizeX + 1) * (sizeY + 1); vertices = new Vector3[totalVertices]; for (int i = 0, y = 0; y <= sizeY; y++) { for (int x = 0; x <= sizeX; x++, i++) { vertices[i] = new Vector3(x,y); } } mesh.vertices = vertices; #endregion int[] triangles = new int[6 * sizeX * sizeY]; for (int ti = 0, vi = 0, y = 0; y < sizeY; y++, vi++) { for (int x = 0; x < sizeX; x++, ti += 6, vi++) { triangles [ti] = vi; triangles [ti+3] = triangles [ti+2] = vi+1; triangles [ti+4] = triangles [ti+1] = vi+sizeX + 1; triangles [ti+5] = vi+sizeX + 2; mesh.triangles = triangles; yield return wait; } } mesh.RecalculateNormals (); Vector2[] uv = new Vector2[vertices.Length]; for (int i = 0, y = 0; y <= sizeY; y++) { for (int x = 0; x <= sizeX; x++, i++) { uv[i] = new Vector2((float)x / sizeX, (float)y / sizeY); } } mesh.uv = uv; Vector4[] tangents = new Vector4[vertices.Length]; Vector4 tangent = new Vector4 (1f, 0f, 0f, -1f); for (int i = 0, y = 0; y <= sizeY; y++) { for (int x = 0; x <= sizeX; x++, i++) { tangents[i] = tangent; } } mesh.tangents = tangents; mesh.MarkDynamic (); }
public IEnumerator Instructions() { WaitForSeconds wait = new WaitForSeconds(2f); yield return wait; instructions.GetComponent<Animator>().SetBool("showing", false); }
void Start() { myTransform = transform; audio = GetComponent<AudioSource>(); bulletLayer = gameObject.layer; shootRateWFS = new WaitForSeconds(shootRate); canShoot = true; }
private void Awake() { _startWait = new WaitForSeconds(Game.StartDelay); _endWait = new WaitForSeconds(Game.EndDelay); SpawnAllTanks(); SetCameraTargets(); StartCoroutine(GameLoop()); }
// Update is called once per frame void Update () { if (Input.GetKeyDown("g")) { Transform g = (Transform)Instantiate(amm, transform.position, transform.rotation); g.GetComponent<Rigidbody>().AddForce(transform.localPosition*speed); WaitForSeconds wait = new WaitForSeconds(1f); } }
IEnumerator UpdateTimer() { WaitForSeconds waiter = new WaitForSeconds(0.05f); while (LivesSystem.lives < 5) { myLabel.text = LivesSystem.GetTimerString(); yield return waiter; } }
override protected void Awake () { Navigation = GetComponent<NavMeshAgent>(); _state = GetComponent<EnemyState>(); _animator = GetComponent<Animator>(); _audioSources = GetComponentsInChildren<AudioSource>(); _dieTimeWait = new WaitForSeconds(_deathClip.length + 5f); _capsuleCollider = GetComponent<CapsuleCollider>(); _rigidbody = GetComponent<Rigidbody>(); }
IEnumerator checkRoutine() { WaitForSeconds wf = new WaitForSeconds(1); while (true) { checkFunctionality(); yield return wf; } }
private IEnumerator log() { var delay = new WaitForSeconds(1f); while (true) { yield return delay; if (num > 0) UnityEngine.Debug.Log("Last time: " + (float)last/Stopwatch.Frequency*1000f + "ms. Average time: " + (float)(total/num)/Stopwatch.Frequency*1000f + "ms."); } }
override protected void Awake(){ base.Awake(); _animator = GetComponent<Animator>(); _audioSources = GetComponentsInChildren<AudioSource>(); _dieTimeWait = new WaitForSeconds(_deathClip.length + 5f); _capsuleCollider = GetComponent<CapsuleCollider>(); _rigidbody = GetComponent<Rigidbody>(); _damageTexture.enabled = false; }
// Update is called once per frame IEnumerator UpdateHealthRoutine() { var wait = new WaitForSeconds(Period); while (!_destructible.IsDestroyed) { yield return wait; _destructible.Heal(Amount); } }
private void Start() { // Create the delays so they only have to be made once. m_StartWait = new WaitForSeconds(m_StartDelay); m_EndWait = new WaitForSeconds(m_EndDelay); // Once the tanks have been created and the camera is using them as targets, start the game. StartCoroutine(GameLoop()); }
// Use this for initialization void Start() { enemyLogic.SetEnemyHealth(health); enemyLogic.SetEnemyType(type); enemyLogic.SetEnemyDPS(dps); WaitForSeconds delay = new WaitForSeconds(1f); StartCoroutine(enemyLogic.CauseDamageCoroutine(delay)); }
// Use this for initialization void OnEnable() { fpsMove = new WaitForSeconds(1.0f / FPSWhenMoveCamera); fpsStatic = new WaitForSeconds(1.0f / FPSWhenStaticCamera); canUpdateCamera = true; if(FPSWhenMoveCamera > 0) StartCoroutine(RepeatCameraMove()); if(FPSWhenStaticCamera > 0) StartCoroutine(RepeatCameraStatic()); StartCoroutine(Initialize()); }
public void Awake() { _wfsGunfireDuration = new WaitForSeconds(0.035f); if (_firstPelletDelay > 0f) { _wfsFirstPellek = new WaitForSeconds(_firstPelletDelay); } if(_nextPelletDelay > 0f) { _wfsNextPellek = new WaitForSeconds(_nextPelletDelay); } _wfsExplosionDuration = new WaitForSeconds(0.085f); }
public IEnumerator generate(){ WaitForSeconds delay = new WaitForSeconds (generateDelay); cells = new MazeCell[size.x, size.z]; List<MazeCell> activeCells = new List<MazeCell>(); DoFirstGenerationStep (activeCells); while (activeCells.Count > 0) { yield return delay; DoNextGenerationStep (activeCells); } }
IEnumerator PlaySound() { SoundEffectController soundEffect = SoundManager.Instance["hourglass_sfx"]; WaitForSeconds waitTime = new WaitForSeconds(soundEffect.SoundClip.length / soundEffect.sound.pitch); for (int i = 0; i < soundPlays; ++i) { soundEffect.Play(); yield return waitTime; } }
private void Start() { m_StartWait = new WaitForSeconds(m_StartDelay); m_EndWait = new WaitForSeconds(m_EndDelay); SpawnAllTanks(); SetCameraTargets(); StartCoroutine(GameLoop()); }
static public int constructor(IntPtr l) { try { UnityEngine.WaitForSeconds o; System.Single a1; checkType(l, 2, out a1); o = new UnityEngine.WaitForSeconds(a1); pushValue(l, o); return(1); } catch (Exception e) { return(error(l, e)); } }
static int _CreateUnityEngine_WaitForSeconds(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 1) { float arg0 = (float)LuaDLL.luaL_checknumber(L, 1); var obj = new UnityEngine.WaitForSeconds(arg0); ToLua.PushSealed(L, obj); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: UnityEngine.WaitForSeconds.New")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public ExWaitForSeconds(UnityEngine.WaitForSeconds waitForSeconds) { m_Seconds = waitForSeconds.GetPrivateField <float>("m_Seconds"); }