public void StopCoroutine() { IsRunning = false; CoroutineThread.Change(Timeout.Infinite, 10); CoroutineTPSCalc.Change(Timeout.Infinite, 1000); GameApplication.Log(Utils.LogEntryType.Info, "Stopped coroutine: " + Name); }
public void StartCoroutine() { IsRunning = true; CoroutineTPSCalc = new Timer(new TimerCallback(TPSCalc), null, 0, 1000); CoroutineThread = new Timer(new TimerCallback(CoroutineMethodExecutor), null, 20, 10); GameApplication.Log(Utils.LogEntryType.Info, "Started coroutine: " + Name); }
public void AddGameLayer(int layerLevel, GameLayer gameLayer) { if (!GameLayers.ContainsKey(layerLevel)) { GameLayers.Add(layerLevel, gameLayer); } else { GameApplication.Log(Utils.LogEntryType.Warning, "Unable to add game layer with layer level " + layerLevel + "! Game layer on level " + layerLevel + " already exists!"); } }
private void WindowClosing(object sender, FormClosingEventArgs e) { GameApplication.Exit(0); }