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using System;
using System.Collections;
using System.Collections.Generic;
public class EventTimeline
{
public class SpawnEvent
{
public float time;
public float height;
public ObstacleType type;
public SpawnEvent(float time, float height, ObstacleType type)
{
this.time = time;
this.height = height;
this.type = type;
}
}
public class MessageEvent
{
public float time;
public String message;
public MessageEvent(float time, String message)
{
this.time = time;
this.message = message;
}
}
public event Action<SpawnEvent> OnSpawnEvent;
public event Action<MessageEvent> OnMessageEvent;
private List<SpawnEvent> futureEvents;
private List<MessageEvent> futureMessages;
private float currentTime;
public EventTimeline()
{
futureEvents = new List<SpawnEvent>();
futureMessages = new List<MessageEvent>();
currentTime = 0;
}
public void Add(float time, float height, ObstacleType type)
{
futureEvents.Add(new SpawnEvent(time, height, type));
futureEvents.Sort((x,y) => x.time.CompareTo(y.time));
}
public void Add(float time, String message)
{
futureMessages.Add(new MessageEvent(time, message));
futureMessages.Sort((x,y) => x.time.CompareTo(y.time));
}
public void timeTick(float deltaTime)
{
currentTime += deltaTime;
while(futureEvents.Count > 0 && currentTime > futureEvents[0].time)
{
SpawnEvent e = futureEvents[0];
futureEvents.RemoveAt(0);
if(OnSpawnEvent != null)
OnSpawnEvent(e);
}
while(futureMessages.Count > 0 && currentTime > futureMessages[0].time)
{
MessageEvent m = futureMessages[0];
futureMessages.RemoveAt(0);
if(OnMessageEvent != null)
OnMessageEvent(m);
}
}
}
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