If the below 'delayingTest' is called N times, I expect it to eventually call doIt N times as well. However this is not the case, it seems as if the schedule overwrites any previous schedule, supposedly having the same selector. Anyway around this?
-(void)delayingTest {
if (_delay) {
[self schedule:#selector(delayingTest) interval:1.0f repeat:0 delay:1.0f];
}
else {
[self doIt];
}
}
one way would be :
dont use _delay as int but bind it with timestamp storing it in NSDate and comparing the timestamps when next time your method gets called.
Try This:
-(void)delayingTest
{
if (_delay)
{
[self unschedule:#selector(delayingTest)];
[self schedule:#selector(delayingTest) interval:1.0f];
}
else
{
[self doIt];
}
}
Related
this.BrandSetup = function (BrandName, URL, BrandDescription) {
browser.isElementPresent(brandListingPagePo.box_AddNewBarnd).then(function (result) {
if (result) {
brandListingPagePo.box_AddNewBarnd.click();
}
}
}
I am calling this function three times for the first time it does not work maybe because of the (.then) promise is not resolved for the second and the third time it works fine.
Thanks in advance
What you're doing now doesn't work because it enters the function, sees that the element is not visible, then exits right away.
Use can use Protractor Expected Conditions to wait till the element is clickable before clicking it .
this.BrandSetup = function (BrandName, URL, BrandDescription) {
const EC = protractor.ExpectedConditions;
browser.wait(EC.elementToBeClickable(brandListingPagePo.box_AddNewBarnd)).then(function() {
brandListingPagePo.box_AddNewBarnd.click();
}
}
Alright so here is my code. This should be really simple but it doesn't want to work with me for some reason. Raycast sends a ray from the mouse, if it hits an object with a tag, it assigns a number to a variable. If it doesn't hit an object, then it sets the variable as -99. For some reason mine is hanging on:
A. I don't hit the objects, it outputs -99 the first time but after that it hangs on getting assigned 4.
B.I hit the objects and it will work just fine. After I click OFF the objects it hangs on the variable from the object I just hit previously.
em.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameFunctions : MonoBehaviour {
int Hitnum = -99;
void Start () {
}
void Update () {
if (Input.GetMouseButtonDown (0)) {
objectCheck ();
}
}
//end of UPDATE function
public void objectCheck () {
RaycastHit hit;
Ray ray = camera.ScreenPointToRay (Input.mousePosition);
if (Physics.Raycast (ray, out hit, 10000.0f)) {
if (hit.collider.tag == "Box") {
Hitnum = 1;
} else if (hit.collider.tag == "Sphere") {
Hitnum = 2;
} else if (hit.collider.tag == "Pyramid") {
Hitnum = 3;
} else if (hit.collider.tag == "Trapezoid") {
Hitnum = 4;
} else {
Hitnum = -99;
}
}
Debug.Log (Hitnum);
}
//end of check
}
Thanks in advance. This is driving me nuts because it should be simple.
EDIT: posted full code this time, yes all of it. I should mention that there are no other objects with tags, it's just null space. This was supposed to be a very basic shape identifier for kids.
EDIT:EDIT: I expect it to put out -99 if you do not hit the object. Later I will probably do something with the numbers but right now I jest need to fix this.
Restarted unity, everything works fine now. Thanks. Looked through my settings to see what had changed. I earlier deleted the background that had a background tag on it. I guess unity decided that if there is not hit on raycast, it will get the object that it last hit?
I have an NSMutable array that I want to add Sprites to so that I can check them if they've hit the wall. I use this code to do so:
NSString *bulletName = [NSString stringWithFormat:#"tank%d_bullet.png", _type];
bullet = [CCSprite spriteWithSpriteFrameName:bulletName];
bullet.tag = _type;
bullet.position = ccpAdd(self.position, ccpMult(_shootVector, _turret.contentSize.height));
CCMoveBy * move = [CCMoveBy actionWithDuration:duration position:actualVector];
CCCallBlockN * call = [CCCallBlockN actionWithBlock:^(CCNode *node) {
[node removeFromParentAndCleanup:YES];
}];
if (!bulletIsGone) {
[self schedule:#selector(updator:) interval:0.01];
}
else {
[self unschedule:#selector(updator:)];
}
[bullet runAction:[CCSequence actions:move, call, nil]];
[_layer.batchNode addChild:bullet];
[bulletsArray addObject:bullet];
if ([bulletsArray objectAtIndex:0] == nil) {
NSLog(#"HELP");
}
NSLog(#"%#", [bulletsArray objectAtIndex:0]);
}
-(void)updator: (ccTime) dt{
for(CCSprite *bulletz in bulletsArray){
NSLog(#"this is the for loop");
CGRect rect1 = CGRectMake(bulletz.position.x - bulletz.contentSize.width/2, bulletz.position.y - bulletz.contentSize.height/2, 20, 20);
if ([_layer isWallAtRect:rect1]) {
NSLog(#"bulletHitWall");
[_layer.batchNode removeChild:bulletz cleanup:NO];
bulletIsGone = YES;
}
}
}
However, when I build and run, I get the console output of '(null)' and 'HELP.' The method before the 'updator' is called from touchesEnded. Can someone see what I'm doing wrong?
Thank you!
Do you initialise the array? That would seem like the most likely reason
Try this in your viewDidLoad method...
- (void)viewDidLoad
{
[super viewDidLoad];
bulletsArray = [NSMutableArray alloc] init];
}
Since NSMutableArray cannot hold nil objects, the only way the condition
[bulletsArray objectAtIndex:0] == nil
could evaluate to true is that bulletsArray is nil. You need to make sure that the array is properly allocated. A typical place to do it is the designated initializer of your class.
Why do you want to add bullets to another array? You already have a batch node that contains them all which is _layer.children.
Are you sure that the array itself (bulletsArray) is not nil? where is it initialized?
Finally you should consider looping with CCARRAY_FOREACH which is more performant.
I'd like to run a callback/selector when a Cocos2d CCParticleExplosion is completely finished. How do I do this?
I tried using scheduleOnce with the same duration as the emitter, but that finish too soon since I guess the duration of the emitter controls for how long it will emit new particles, but not how long the complete animation lasts.
Try sequencing the action (using CCSequence) with a CCCAllFunc Action. After one action runs, the other runs, the CCCAllFunc can be assigned to the selector/method of your choice.
Not sure if this is acceptable, but I tested and "it works on my mac".
in CCParticleSystem.h
// experimental
typedef void (^onCompletedBlock)();
#property (readwrite, copy) onCompletedBlock onComplete;
in CCParticleSystem.m
#synthesize onComplete;
in the same file update method,
_particleCount--;
if( _particleCount == 0 && self.onComplete)
{
[self onComplete]();
[[self onComplete] release];
}
if( _particleCount == 0 && _autoRemoveOnFinish ) {
[self unscheduleUpdate];
[_parent removeChild:self cleanup:YES];
return;
}
In your code
particleSystem.autoRemoveOnFinish = YES;
particleSystem.position = ccp(screenSize.width/2, screenSize.height/4);
particleSystem.onComplete = ^
{
NSLog(#"completed ..");
};
again, quite experimental..
I have two schedule in class #A.
first one:
- (id) init ()
{
self = [super init];
if ( self ) {
....
[self schedule:#selector(first:) interval:1.0f];
}
}
second:
- (void) setSomething()
{
...
[self schedule:#selector(second:) interval:1.0/30];
}
the second schedule processed correctly.But the first one can not be called once.
And when I set interval of first schedule from 1.0f to 0.The first one could be called.
How can I do for the first schedule?
Dude,check your method name that was called by first scheduler.It should be like
-(void)first:(id)sender
{
....
}