public FrequencyUpdateBatch(float frequency) { behaviours = new Dictionary <MonoBehaviour, List <System.Action> >(); timer = new StratusCountdown(frequency); timer.SetCallback(Invoke); timer.resetOnFinished = true; }
/// <param name="cooldownPeriod">How long this cooldown will take</param> /// <param name="startOnCooldown">Whether the cooldown should be active immediately</param> public StratusCooldown(float cooldownPeriod, bool startOnCooldown = false, StratusTimer.Callback onFinished = null) { countdown = new StratusCountdown(cooldownPeriod); if (!startOnCooldown) { countdown.Finish(); } if (onFinished != null) { this.countdown.SetCallback(onFinished); } }
//------------------------------------------------------------------------/ // Messages //------------------------------------------------------------------------/ protected override void OnWindowEnable() { if (this.treeViewState == null) { this.treeViewState = new TreeViewState(); } this.pollTimer = new StratusCountdown(this.pollSpeed); this.gameObjectType = typeof(GameObject); this.CheckTarget(); // Update tree view on assembly reload //this.updateTreeView = true; StratusGameObjectBookmark.onUpdate += this.OnBookmarkUpdate; StratusGameObjectInformation.onChanged += this.OnGameObjectInformationChanged; }
//------------------------------------------------------------------------/ // Messages //------------------------------------------------------------------------/ private void Start() { visibilityTimer = new StratusCountdown(duration); //Overlay.Watch(() => visibilityTimer.current, "Visibility Timer"); //Overlay.Watch(() => isVisible, "Visible"); }
//------------------------------------------------------------------------/ // Messages //------------------------------------------------------------------------/ protected override void OnAwake() { timer = new StratusCountdown(duration); timer.SetCallback(OnTimerFinished); timer.resetOnFinished = resetOnDisabled; }