public void SwitchState() { State next = State.idle; switch (_State) { case State.idle: next = State.started; _StartedAt = DateTime.Now; OnStarted?.Invoke(); break; case State.paused: next = State.started; _PauseSum += DateTime.Now - _PausedAt; _PausedAt = new DateTime(); OnStarted?.Invoke(); break; case State.started: next = State.paused; _PausedAt = DateTime.Now; OnPaused?.Invoke(); break; } _State = next; }
public void PauseGame() { paused = true; OnPaused?.Invoke(); pauseMenu.SetActive(true); panelAnim.SetTrigger("Open"); Time.timeScale = 0.00001f; SlingSystem.pauseShooting = true; }
public void Pause() { if (_paused) { return; } OnPaused?.Invoke(); _paused = true; }
public virtual void Pause(TimeSpan duration) { //TODO: pause var now = DateTime.Now; var nextStartDate = now.AddSeconds(duration.Seconds); ScheduledTask.StopSchedule(); OnPaused?.Invoke(this, new WorkerPausedEventArgs()); Store($"{Name} has paused at {DateTime.Now}"); }
private void sm_OnEntry_Paused(RunWorkerCompletedEventArgs e) { switch ((PausedReason)(e.Result)) { case PausedReason.Breakpoint: OnPaused?.Invoke(this, new PausedEventArgs(e, CurrentRPC)); break; case PausedReason.Keypress: OnPaused?.Invoke(this, new PausedEventArgs(e)); break; } }
public bool Pause(bool isPaused) { var wasPaused = IsPaused; IsPaused = isPaused; var hasToggled = wasPaused != IsPaused; if (hasToggled) { OnPaused.Dispatch(IsPaused); } return(hasToggled); }
/// <summary> /// 强制暂停任务 /// </summary> /// <param name="gid">任务标识符</param> /// <returns>成功返回true, 失败返回fale</returns> public bool ForcePause(string gid) { try { bool pause = Aria2cWarpper.ForcePause(gid); if (pause) { Aria2cTask task = Aria2cWarpper.TellStatus(gid); OnPaused?.Invoke(this, new Aria2cTaskEvent(task)); } return(pause); } catch (Exception ex) { Console.WriteLine(ex); return(false); } }
/// <summary> /// Запускает цикл отрисовки и обновления виджетов. /// </summary> public void Start() { OnStop = null; display = new Display(); if (root is IFocusable focusable) { focusable.FocusChange(true); } Console.OutputEncoding = Encoding.UTF8; Console.InputEncoding = Encoding.UTF8; display.Clear(); const int fps = 60; var delay = Stopwatch.Frequency / fps; while (OnStop == null) { var end = Stopwatch.GetTimestamp() + delay; if (OnPaused == null) { Tick(); } else { display.Clear(); OnPaused?.Invoke(); OnPaused = null; display.Clear(); } while (Stopwatch.GetTimestamp() < end) { Thread.Sleep(1); } } display.Clear(); OnStop?.Invoke(); }
/// <summary> /// 任务状态变换 /// </summary> /// <param name="task"></param> private void OnStatusChanged(Aria2cTask task) { switch (task.Status) { case Aria2cTaskStatus.Active: OnUnPause?.Invoke(this, new Aria2cTaskEvent(task)); break; case Aria2cTaskStatus.Complete: { OnFinish?.Invoke(this, new Aria2cTaskEvent(task)); RemoveDownTask(task.Gid); if (CountDownTask() == 0) { OnAllFinish?.Invoke(this, new EventArgs()); } } break; case Aria2cTaskStatus.Error: OnError?.Invoke(this, new Aria2cTaskEvent(task)); break; case Aria2cTaskStatus.Paused: OnPaused?.Invoke(this, new Aria2cTaskEvent(task)); break; case Aria2cTaskStatus.Removed: OnRemoved?.Invoke(this, new Aria2cEvent(task.Gid)); downLoadDict.Remove(task.Gid); break; case Aria2cTaskStatus.Waiting: OnWaiting?.Invoke(this, new Aria2cTaskEvent(task)); break; default: break; } }
public void PauseGame(bool isPaused) { CurrentGameState = isPaused ? GameState.Paused : GameState.InGame; OnPaused?.Invoke(isPaused); }
public void UnPauseGame() { Time.timeScale = 1.0f; OnPaused?.Invoke(this, false); }
public void PauseGame() { Time.timeScale = 0.0f; OnPaused?.Invoke(this, true); }
private void Timer_OnPaused() { OnPaused.Invoke(); }
private static void Internal_onPaused() { OnPaused?.Invoke(); }
/// <summary> /// Triggers when the game is paused. /// </summary> private void TriggerGamePaused() { print("[TEST] TriggerGamePaused"); OnPaused?.Invoke(gameData); SceneActivationBehaviour <BoardUIActivator> .Instance.QuixelController.ShowHideCharacter(false); }
/// <summary> /// Triggers when the game is paused. /// </summary> private void TriggerGamePaused() { OnPaused?.Invoke(gameData); }
private void Paused(object sender, EventArgs e) { OnPaused?.Invoke(); _appWebServer.OnPaused?.Invoke(); }