public static Create ( float tickLength, bool repeats, Action |
||
tickLength | float | The amount of time between the timer's ticks. |
repeats | bool | Whether or not the timer repeats. |
tick | Action |
An action to perform when the timer ticks. |
return |
/// <summary> /// Occurs once the GameState is loaded; Unregisters from the LoadingCompleted event and waits 1 sec before switching to GameState rendering /// </summary> /// <param name = "sender"></param> /// <param name = "e"></param> protected virtual void OnGameStateLoadingCompleted(object sender, EventArgs e) { _gameStateLoading.LoadingCompleted -= OnGameStateLoadingCompleted; Timer.Create(1, false, tick => { ShouldRenderLoadedGameState = true; Application.SuppressDraw(); }); }
/// <summary> /// Fades the whole Application screen out. /// </summary> /// <param name = "endColor">The Color used for end</param> /// <param name = "length">The length in seconds the fade operation should last</param> /// <param name="waitingTime">The seconds to wait before starting the fade</param> public static void FadeOut(Color endColor, float length, float waitingTime) { Timer.Create(waitingTime, false, tick => FadeOut(endColor, length)); }
/// <summary> /// Fades the whole Application screen in. /// </summary> /// <param name = "startColor">The Color used for start</param> /// <param name = "length">The length in seconds the fade operation should last</param> /// <param name="waitingTime">The seconds to wait before starting the fade</param> public static void FadeIn(Color startColor, float length, float waitingTime) { Timer.Create(waitingTime, false, tick => FadeIn(startColor, length)); }