// Constructor // Only need to set minutes and seconds if timerType is Countdown public C_Timer(E_TimerType timerType = E_TimerType.Stopwatch, float minutes = 0, float seconds = 0) { this.timerType = timerType; this.minutes = minutes; this.seconds = seconds; _minutes_resetValue = minutes; _seconds_resetValue = seconds; }
public Timeline( string name, bool startActive, float startTime, float effectTime, E_TimerType timerType, E_RestType restType ) { Name = name; Active = startActive; Time = 0.0f; StartTime = startTime; EffectTime = effectTime; TimerType = timerType; TimerDirection = ( startActive ? E_TimerDirection.Increase : E_TimerDirection.None ); RestType = restType; Effects = new List< TimelineEffect >(); }
// Resets the Timer // hardReset is to reinitialise everything // !hardReset is to just reset the updating variables ( in this case, the minutes and seconds ) public void Reset(bool hardReset = false, E_TimerType timerType = E_TimerType.Stopwatch, float minutes = 0, float seconds = 0) { if (hardReset) { this.timerType = timerType; this.minutes = minutes; this.seconds = seconds; _minutes_resetValue = minutes; _seconds_resetValue = seconds; } else { this.minutes = _minutes_resetValue; this.seconds = _seconds_resetValue; } }
public Timeline(string name, bool startActive, float startTime, float effectTime, E_TimerType timerType, E_RestType restType) { Name = name; Active = startActive; Time = 0.0f; StartTime = startTime; EffectTime = effectTime; TimerType = timerType; TimerDirection = (startActive ? E_TimerDirection.Increase : E_TimerDirection.None); RestType = restType; Effects = new List <TimelineEffect>(); }