示例#1
0
        void SkillFrameStopStart()
        {
            //CancelInvoke("NormalAttackTimeScaleBegin");
            //m_frameStopStartTime = Time.realtimeSinceStartup;
            //Time.timeScale = 0.0f;

            if (TimeScaleCore.SetValue(0))
            {
                m_frameStopStartTime = Time.realtimeSinceStartup;
            }
        }
示例#2
0
        void OnDestroy()
        {
            if (m_frameStopTime > 0 || m_frameStopStartTime > 0)
            {
                //CoreEntry.gTimeMgr.TimeScale  = 1f;
                TimeScaleCore.ResetValue();

                m_frameStopTime      = 0f;
                m_frameStopStartTime = 0f;
            }
        }
示例#3
0
        void OnDestroy()
        {
            if (m_frameStopTime > 0 || m_frameStopStartTime > 0)
            {
                //Time.timeScale = 1f;
                TimeScaleCore.ResetValue();

                m_frameStopTime      = 0f;
                m_frameStopStartTime = 0f;
            }
        }
示例#4
0
        void OnDisable()
        {
            if (m_frameStopTime > 0 || m_frameStopStartTime > 0)
            {
                TimeScaleCore.ResetValue();

                m_frameStopTime      = 0f;
                m_frameStopStartTime = 0f;
            }
            CancelInvoke("Start");
        }
示例#5
0
        // PoolManager debug
        void OnDisable()
        {
            if (m_frameStopTime > 0 || m_frameStopStartTime > 0)
            {
                //CoreEntry.gTimeMgr.TimeScale  = 1f;
                TimeScaleCore.ResetValue();

                m_frameStopTime      = 0f;
                m_frameStopStartTime = 0f;
            }
            CancelInvoke("Start");
        }
示例#6
0
文件: UIGM.cs 项目: midgithub/notes
 void OnTimeScale()
 {
     if (!CoreEntry.gGameMgr.m_bScaleTime)
     {
         Time.timeScale = 0.05f;
     }
     else
     {
         TimeScaleCore.ResetValue();
     }
     CoreEntry.gGameMgr.m_bScaleTime = !CoreEntry.gGameMgr.m_bScaleTime;
 }
示例#7
0
        void TimeScaleEnd()
        {
            CancelInvoke("TimeScaleEnd");
            //Time.timeScale = 1f;
            TimeScaleCore.ResetValue();


            if (m_actor.mActorType == ActorType.AT_BOSS)
            {
                StartCoroutine(delayShowEffect(transform.position));
                return;
            }
        }
示例#8
0
        // Update is called once per frame
        void Update()
        {
            //顿帧
            if (m_frameStopTime > 0f && m_frameStopStartTime > 0f)
            {
                if (m_frameStopTime < Time.realtimeSinceStartup - m_frameStopStartTime)
                {
                    //Time.timeScale = 1f;
                    TimeScaleCore.ResetValue();

                    m_frameStopTime      = 0f;
                    m_frameStopStartTime = 0f;
                }
            }
        }