Пример #1
0
    protected void HandleTimerStatusChangedMessage(Message message)
    {
        if (UseTimerOut)
        {
            TimerStatusChangedMessage mess = message as TimerStatusChangedMessage;

            switch (mess.g_timerStatus)
            {
            case TimerStatus.Completed:
                if (TimeOutIsLoss)
                {
                    AddFail(LevelFinishedReason.TimerOut, null);
                }
                else
                {
                    AddWin(LevelFinishedReason.TimerOut, null);
                }

                break;

            default:
                break;
            }
        }
    }
Пример #2
0
    protected override void GameUpdate()
    {
        float deltaTime = g_currentTime - g_previousTime;

        currentTime += deltaTime;

        if (currentTime >= dayLength)
        {
            currentTime -= dayLength;
        }

        if (limitTime)
        {
            if (timeLeft > 0)
            {
                timeLeft -= deltaTime;
            }
            else
            {
                TimerStatusChangedMessage message = new TimerStatusChangedMessage(TimerStatus.Completed);
                MessageCenter.Instance.Broadcast(message);

                timeLeft = 0;
            }
        }
    }
Пример #3
0
	protected override void GameUpdate()
	{
		float deltaTime = g_currentTime - g_previousTime;

		currentTime += deltaTime;

		if( currentTime >= dayLength )
			currentTime -= dayLength;

		if( limitTime )
		{
			if( timeLeft > 0 )
			{
				timeLeft -= deltaTime;
			}
			else
			{
				TimerStatusChangedMessage message = new TimerStatusChangedMessage( TimerStatus.Completed );
				MessageCenter.Instance.Broadcast( message );

				timeLeft = 0;
			}
		}
	}