public void OnFindPlayer(Player player) { if (_gameState == GameState.Follow) { return; } _follow = player; _actionState = ActionState.FindPlayer; _wait.Start(TimeSpan.FromSeconds(3)); }
private void StartButton_Click(object sender, EventArgs e) { WaitTimer.Start(); CountdownThread.RunWorkerAsync(); StartButton.Enabled = false; StopButton.Enabled = true; }
void Start() { _actor = GetComponent <Actor>(); _actionState = ActionState.Stand; _wait = new WaitTimer(); _wait.Start(TimeSpan.FromSeconds(3)); }
private void Waitbutton_Click(object sender, EventArgs e) { RoadTimer.Enabled = false; GeneralTimer.Enabled = false; GeneralTimer.Start(); WaitTimer.Start(); Contbutton.Enabled = true; Waitbutton.Enabled = false; }
public void StartLengthyOperation() { if (WaitTimer.Enabled) { return; } this.ShowWaitForm(); WaitTimer.Start(); }
//发送上线 public void Login() { foreach (IPAddress broadcastAddr in this.BroadcastAddress) { //先发送一个空操作,以防失败 SendEmptyPacket(broadcastAddr); Thread.Sleep(100); UdpPacket packet = new UdpPacket(); packet.Address = broadcastAddr; packet.Port = this.Port; packet.ToMAC = string.Empty; packet.Command = UdpPacket.CMD_ENTRY | UdpPacket.CMD_OPTION_STATE_NICKNAME | //UdpPacket.CMD_OPTION_STATE_PROFILE_PHOTO | //TODO 应该更新所有的,但是跨网的时候好像发送的byte太长,不能正常发送暂且去掉头像 UdpPacket.CMD_OPTION_STATE_PUBKEY | UdpPacket.CMD_OPTION_STATE_STATUS; packet.FromMAC = this.MAC; UdpPacketStateExtend extend = new UdpPacketStateExtend(); extend.PublicKey = _client.SecurityKeys.Public;//送公钥出去 extend.NickName = this.NickName; extend.ProfilePhoto = ProfilePhotoPool.GetPhoto(this.ID, false); extend.Status = this.Status; packet.Extend = extend; _client.Send(packet); Thread.Sleep(100); } //10分钟以后更新头像 WaitTimer.Start(1 * 60 * 10 * 1000, new TimerCallback((obj) => { UpdateState(LanIM.UpdateState.Photo); } ), null); }
/// <summary> /// Load event. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void WatchdogWindow_Load(object sender, EventArgs e) { WaitTimer.Start(); StatusLabel.Text = "Waiting for EVEMon to close."; }