Timer on a command - Minecraft Plugins - plugins

I am trying to add a timer/cooldown to my plugin. I want to be like when they run a command is says please do not move for 3s and then if they don't move it will teleport them but if they do move it will cancel and reset the timer. Thank you for any help!

There are multiple ways to check this. You could, for example, start a delayed task from Bukkit's built-in scheduler and validate the position there. Or you could set a flag for the user somewhere and check for that in the playerMove event.
You'll want to use Bukkit's internal scheduler in case you decide for the first mentioned option: https://bukkit.gamepedia.com/Scheduler_Programming
// proudly stolen from here:
// https://bukkit.org/threads/making-a-countdown-timer.97071/#post-1312737
this.getServer().getScheduler().scheduleSyncDelayedTask(this, new Runnable() {
public void run() {
// Your check if the player actually has moved
// Your teleport logic
}
}, 60L); // 60 L == 3 sec, 20 ticks == 1 sec

Related

How to get info about completion of one of my animations in Unity?

I have monster named Fungant in my 2D platform game.
It can hide as mushroom and rise to his normal form.
I try to handle it in code, but I don't know how to get information about finished animation (without it, animation of rising and hiding always was skipped).
I think the point there is to get info about complete of the one of two animations - Rise and Hide.
There is current code:
if (
fungantAnimator.GetCurrentAnimatorStateInfo(0).IsName("Fungant Rise")
)
{
fungantAnimator.SetBool("isRising", false);
isRisen = true;
fungantRigidbody.velocity = new Vector2(
walkSpeed * Mathf.Sign(
player.transform.position.x - transform.position.x),
fungantRigidbody.velocity.y
);
}
if (fungantAnimator.GetCurrentAnimatorStateInfo(0).IsName("Fungant Hide"))
{
fungantAnimator.SetBool("isHiding", false);
isRisen = false;
}
I try this two ways:
StateMachineBehaviour
I would like to get StateMachineBehaviour, but how to get it?
No idea how to process this further.
AnimationEvents
Tried to do with animation event but every tutorial have list of functions to choose (looks easy), but in my Unity I can write Function, Float, Int, String or select object (what I should do?).
I decided to write test() function with Debug only inside, and create AnimationEvents with written "test()" in function field, but nothing happens.
Same as above, no more ideas how to process this further.
I personally would use animation events for this. Just add an event to the animation and then the event plays a function after the animation transition is finished.
For more information on how to use animation events you can click here.
This post may also help you to add an event when the animation is finished.
I hope this answer helps you to solve this problem.

How do I choose both exact quanitity wait for and quanitity available in the same pick-up block?

So I have a vehicle which is going to pick up exact quantity (Wait for) the first 50 minutes in the simulation. After those 50 minutes have gone by, I want the same vehicle to pick up quantity (if available). How do I go about this?
Alternative approach (avoiding complex Java coding) is to use 2 Pickup blocks, each with a different setup. Put a SelectOutput block before them and route agents into the respective block using time()>50*minute() in the SelectOutput condition
Set it up for the first setup by default.
Create an event to trigger after 50 mins and make it execute this code:
myPickupObject.set_pickupType(PickupType.QUANTITY);
Here is a way to allow container entity to wait in a Pickup for some time t and then leave with whatever entities have been picked up. The example model looks like this:
There are two key components:
ReleaseOnTimeout Dynamic event which has a parameter called '_agent' of type Agent and following code:
for (Object o : pickup.getEmbeddedObjects()) {
// find the Delay object inside Pickup
if (Delay.class == o.getClass().getSuperclass()) {
// remove the container from the Delay
Agent a = ((Delay)o).remove(_agent);
if (a != null) {
// send the removed container into Enter
enter.take(a);
}
}
}
In pickup on enter action contains following code: `create_ReleaseOnTimeout(10, container);
How this works:
pickup is configured to have Exact quantity (wait for) behaviour
a container object enters Pickup block pickup
on entry a dynamic event ReleaseOnTimeout is scheduled in 10 units to check up on container
if sufficient number of entities were available then container picks them up and leaves
alternatively to (4), if by the time 10 units elapsed the container is still stuck in pickup then it will be removed and put into enter

Unet, how to sync a counter to check if all players are ready

I'm making a multiplayer bomberman game using Unet. I'm trying to create a ready check to start the game when everyone else is ready.
I tried using a sync var,Command and Rpc calls, but nothing seems to work properly.
When using a Cmd call this way (called when a player pushes the ready button)
[Command]
private void CmdIncreaseReady()
{
IncreaseReady();
RpcIncreaseReady();
}
[ClientRpc]
private void RpcIncreaseReady()
{
IncreaseReady();
}
private void IncreaseReady() {
playersReady++;
//ChechAllReady();
}
When pressed on the client, everyone's counter is 0 (it should be one), and when pressed on the server, the server's counter is 2 and the client 1.
I've tried to call Cmd when !isServer and Rpc when it is, and the result is that stills doesn't update when pressed on the client, but it is updated correctly (the counter is 1 on both), when pressed on the server.
if (!isServer)
{
CmdIncreaseReady();
}
else
{
RpcIncreaseReady();
}
If I delete the IncreaseReady() call on the Cmd, the result is the same than above.
I've tried too to use a [SyncVar] to the counter, with and without a hook, passing 1 on the hook (to increment the counter that amount) and passing the already counter incremented and set variable to that number, nothing seems to work.
I really don't know how to make it work anymore. Could someone help me? I'm really desperate with this. I've searched everywhere.
The script is the game manager, when every client has his version, it has a Netework Identity and has Local player Authority.
I've tried another approach, passing the increased number on the Cmd and Rpc, and inside the functions, just set the playersReady = i. Even that doesn't work.
[UPDATE]:
So, I've found the specific problem that I want to solve, and it's to Sync non-player objects properties.
I've tried to spawn the Game Manager with Client Authority, and now it seems to sync correctly only on the server, the client stills doesn't call the Cmd propety.
Looking at the Debug mode in the inspector, I've been able to see that on the server, hasAutority is true, but is false on the client.
This is a fragment of the code on the player script where I spawn the game manager:
void Update()
{
if (!sceneLoaded)
{
if(isServer & SceneManager.GetActiveScene().name == "Main Scene")
//if (SceneManager.GetActiveScene().name == "Main Scene")
{
if (connectionToClient.isReady)
{
var go = (GameObject)Instantiate(gameManager);
NetworkServer.SpawnWithClientAuthority(go, connectionToClient);
go.transform.SetParent(null);
//go.GetComponent<NetworkIdentity>().AssignClientAuthority(connectionToClient);
globalManager = go.GetComponent<FSM>();
//SetFSM();
sceneLoaded = true;
}
}
}
UNET has a Lobby system which does exactly what I think you want. It has a per-player ready state, so that the game starts when all players are ready.
I would recommend using that, as it saves you having to reimplement things like dropping out, rejoining etc...

Proper transition between SpriteKit Animations

I have an idle player animation and I want to do a smooth transition between some animations. The idle animation is the default one and from that transition I want to be able to switch to another state(let's say fight) and then back to idle. The code for the idle character animation is currently like :
self.addChild(playerAnimation)
playerAnimation.runAction(SKAction.repeatActionForever(
SKAction.animateWithTextures(playerAnimationManager.idleManAnimation.textureArray, timePerFrame: 0.1)))
Now, this is scheduled to go on forever for now, but I would need to intercept it and add a new animation on top of that (which is the same character, in a new state). I was thinking that I should stop the idle animation, switch to the new one and then back to idle when finished but I am not convinced that this is the best way of chaining animations and I haven't really found a good resource explaining how to go about it.
Any suggestions ? Thanks !
Depending on how short your texture array is, you might be able to do this.
I will try to explain without code seeing how I use objective C and you use Swift
First make a property or variable that can be called by any subroutine in this class file. It should be Boolean and should be set to NO. You could call it idleFlag.
Next make a method that changes the animation to fight mode. This change would be by removing the idle animation and replacing it with the fight animation. This method also set's idleFlag to NO. Let's call the method "beginFightAnim"
And last, in your repeatActionForEver idle animation, right after your animateWithTextures animation, add a runBlock animation. In this block define a static variable (one that will be remembered in the calling of the block over and over) and increment it by +1, add an "if statement" that looks something like this -> if (my_static_var == number_of_frames_in_texture_animations && idleFlag). And in the "if statement" set the static variable to 0 and call "beginFightAnim"
After this all you have to do to change the animation is set idleFlag to YES.
Hope it works!
If you have any problems, please comment below.
I want to do a series of examples to make it easier to understand the matter. Suppose you have your node called playerAnimation, a typical atlasc with a plist where you have
player-idle1.png
player-idle2.png
player-idle3.png
...
If you want to intercept in real-time your animation to know what frame is running in that moment you can do:
override func update(currentTime: CFTimeInterval) {
if String(playerAnimation.texture).rangeOfString("player-idle") != nil {
print(String(playerAnimation.texture))
}
}
At this point, after you have assigned a "key" to your action (withKey:"idleAnimation") you could stop your specific idle action when you preefer to start the other next animation.
Another good thing is to build a structure to know everytime your player status and modify this variable each time you launch a new action or animation:
enum PlayerStatus: Int {
case Idle = 1
case Fight = 2
case Run = 3
case Jump = 4
case Die = 5
...
}
var currentStatus: PlayerStatus!

how to let thunderbird calender event trigger a shell script?

I need to update the messenger's status when there is a calender event is happening in Thunderbird. Is it possible to hook the existing alarm?
Do you want to update the status any time there is an event, or when an alarm fires? Unfortunately for both options there is no built-in way. You would have to create an extension that listens to the respective events and then connects with your messenger.
Any time there is an event
Ideally there would be an observer service notification when an event is in progress and when it ends, but internally we didn't come across a situation where we needed this yet. Its a very nice feature request, so if you'd like to add this feature to core and then use if from your extension please let me know.
Anyway, one way to handle this would be to run a timer every 15 minutes or so that retrieves items from all enabled calendars for the current time. When the timer fires, you can request events at the current time from all calendars. To do so, you should:
// Create a composite calendar
var composite = Components.classes["#mozilla.org/calendar/calendar;1?type=composite"]
.createInstance(Components.interfaces.calICompositeCalendar);
// Add all current calendars into the composite
var calendars = cal.getCalendarManager().getCalendars({});
for (let calendar of calendars) {
if (!calendar.getProperty("disabled")) {
composite.addCalendar(calendar);
}
}
// In newer versions of Lightning you can use calAsyncUtils.jsm like this:
var pcal = cal.async.promisifyCalendar(composite);
var now = cal.now();
pcal.getItems(Components.interfaces.calICalendar.ITEM_FILTER_ALL_ITEMS, 0, now, now).then(function(items) {
if (items.length) {
// Something is going on right now
} else {
// Nothing is going on
}
});
If you want to improve on this, you could at startup get the next event occurring and set the timer interval accordingly. This way you don't have empty timer runs and a more exact result.
When an alarm fires
This is far simpler. You can listen to the alarm service to determine when an alarm fires and act upon it.
cal.getAlarmService().addObserver({
onAlarm: function(aItem, aAlarm) {
// Alarm fired, update your messenger
},
onRemoveAlarmsByItem: function(item) {},
onRemoveAlarmsByCalendar: function(calendar) {},
onAlarmsLoaded: function() {}
});