public void TryNextNotification() { if (notifications.Count <= 0) { return; } Notification nextNotification = notifications.Dequeue(); countdown.Reset(); isNotifying = true; DoNotification(nextNotification); }
void StartProduction(bool forcedStart = false) { Debug.Log("STARTING PRODUCTION ON " + producer.current_Blueprint.itemProduced.itemName); // Grab an instance of the item about to be produced itemInProduction = item_Manager.CreateInstance(item_Manager.GetPrototype(producer.current_Blueprint.itemProduced.itemName)); timeToCreate = itemInProduction.timeToCreate; // Set timer if (forcedStart == true) { float timePassed = (itemInProduction.timeToCreate * 0.25f) * producer.productionStage; timer.Reset(timeToCreate, timePassed); } else { timer.Reset(timeToCreate); } SetProductionStage(timer.elapsedPercent, forcedStart); isProducing = true; AnimateStayOn(); }
public override void Enter(){ if (shipManager == null) shipManager = ShipManager.instance; if (levelUI == null) levelUI = LevelUI_Manager.instance; // First check that essential systems can turn on and Use ship systems if (shipManager.ShipOn() == false){ // Push the Idle state and wait for systems to be fixed before continuing // This state should stop updating progress to station } // Show ship ui levelUI.DisplayShipUI(); // Start timer countdown.Reset(); lastEventTime = 0; }
void OnStopMove() { isChecking = false; countdown.Reset(); }