public void Queue(string filename, ActionCooldown cooldown) { _queue.Enqueue(new QueuedCsv { Filename = filename, Cooldown = cooldown }); _userFeedbackService.SetFeedback(UserFeedback.FromTagSingleton("iatag_feedback_instalooted")); }
//Function that is overrided by inheriting classes to begin this action's cooldown time public virtual void BeginActionCooldown() { //Adding this action to the acting character's recharge list if the cooldown time is above 0 if (this.cooldownTime > 0) { //Creating a new action cooldown class for this action ActionCooldown acd = new ActionCooldown(this, this.cooldownTime); CombatManager.globalReference.initiativeHandler.actingCharacters[0].charActionList.actionCooldowns.Add(acd); } }
public BuddyBackgroundThread( ProgressChangedEventHandler progressCallback, IPlayerItemDao playerItemDao, IBuddyItemDao buddyItemDao, List <long> subscribers, long cooldown, SettingsService settings) { _playerItemDao = playerItemDao; _buddyItemDao = buddyItemDao; this._subscribers = subscribers; _settings = settings; _cooldown = new ActionCooldown(cooldown); _bw.DoWork += new DoWorkEventHandler(bw_DoWork); _bw.WorkerSupportsCancellation = true; _bw.WorkerReportsProgress = true; _bw.ProgressChanged += progressCallback; _bw.RunWorkerAsync(); }
public CsvEvent(string filename) { Filename = filename; Cooldown = new ActionCooldown(2500, true); }
public LimitationSet(long cooldownDeletion, long cooldownUpload, long cooldownDownload) { DeletionCooldown = new ActionCooldown(cooldownDeletion); UploadCooldown = new ActionCooldown(cooldownUpload); DownloadCooldown = new ActionCooldown(cooldownDownload); }