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Unity Script to create and manage multiple timers.
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/** | |
* An script that can be used on Unity to manage multiple timers in an efficient way. | |
* | |
* How to use: | |
* - Attach the script into a GameObject on your Unity scene. | |
* - To use the timers, just use "Timers.Instance.{input}", where {input} is any method from the Timers class. | |
* - You have an example of some of the instructions that can be used on the "TimeUpdateExamples.cs" file. | |
* | |
* Scripted by https://github.com/oscardelgado02 | |
* | |
* MIT License | |
* | |
* Copyright (c) 2024 Óscar Delgado | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a copy | |
* of this software and associated documentation files (the "Software"), to deal | |
* in the Software without restriction, including without limitation the rights | |
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
* copies of the Software, and to permit persons to whom the Software is | |
* furnished to do so, subject to the following conditions: | |
* | |
* The above copyright notice and this permission notice shall be included in all | |
* copies or substantial portions of the Software. | |
* | |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
* SOFTWARE. | |
*/ | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class TimeUpdate : MonoBehaviour | |
{ | |
private void Update() { Timers.Instance.UpdateTimers(); } | |
} | |
public class Timer | |
{ | |
public float time; | |
public bool countingTime; | |
public bool timerFinished; | |
public Timer(bool paused) | |
{ | |
time = 0f; countingTime = !paused; timerFinished = false; | |
} | |
} | |
public sealed class Timers | |
{ | |
private Timers() | |
{ | |
this.timers = new List<Timer>(); | |
} | |
private static Timers instance; | |
public static Timers Instance | |
{ | |
get | |
{ | |
if (instance == null) | |
{ | |
instance = new Timers(); | |
} | |
return instance; | |
} | |
} | |
private List<Timer> timers; | |
//Method to update the timers | |
public void UpdateTimers() | |
{ | |
for (int i = 0; i < timers.Count; i++) | |
{ | |
if (timers[i].countingTime && !timers[i].timerFinished) { timers[i].time += Time.deltaTime; } | |
} | |
} | |
//<----------------------METHODS THAT USES THE TIME CONTROLLER--------------------------> | |
//Method to change the time_count | |
private void Change_Time_Count(int idx, bool status) | |
{ | |
timers[idx].countingTime = status; | |
} | |
//<------------------------METHODS TO USE THE TIME CONTROLLER---------------------------> | |
/** | |
* Method to create a timer. | |
* | |
* RETURN: An int with the ID of the timer created. | |
*/ | |
public int CreateTimer(bool paused = false) { | |
timers.Add(new Timer(paused)); | |
return timers.Count - 1; | |
} | |
//method to get the time value of a timer | |
public float GetTime(int idx) { return timers[idx].time; } | |
//method to set a time value to a timer | |
public void SetTime(int idx, float time) { timers[idx].time = time; } | |
//method to know if the timer has arrived to a certain time | |
private bool IsTime(int idx, float seconds) { return timers[idx].time > seconds; } | |
public void ResumeTimer(int idx) { Change_Time_Count(idx, true); } //method to pause a timer | |
public void PauseTimer(int idx) { Change_Time_Count(idx, false); } //method to pause a timer | |
//method to reanude all timers | |
public void ResumeAllTimers() | |
{ | |
for (int i = 0; i < timers.Count; i++) { ResumeTimer(i); } | |
} | |
//method to pause all timers | |
public void PauseAllTimers() | |
{ | |
for (int i = 0; i < timers.Count; i++) { PauseTimer(i); } | |
} | |
public void RestartTimer(int idx) { timers[idx].time = 0.0f; } //method to restart a timer | |
//method to restart all timers | |
public void RestartAllTimers() | |
{ | |
for (int i = 0; i < timers.Count; i++) { RestartTimer(i); } | |
} | |
//RESET: method to restart and pause a timer | |
public void ResetTimer(int idx) | |
{ | |
RestartTimer(idx); | |
PauseTimer(idx); | |
} | |
//method to reset all timers | |
public void ResetAllTimers() | |
{ | |
for (int i = 0; i < timers.Count; i++) { ResetTimer(i); } | |
} | |
//TRUE: The timer "idx" has reached the input time; FALSE: Otherwise | |
public bool WaitTime(int idx, float time) | |
{ | |
ResumeTimer(idx); | |
return IsTime(idx, time); | |
} | |
//TRUE: The timer "idx" has reached the input time AND ends the timer; FALSE: Otherwise | |
public bool WaitTimeAndFinishTimer(int idx, float time) | |
{ | |
ResumeTimer(idx); | |
bool condition = IsTime(idx, time); | |
if (condition) { EndTimer(idx); } | |
return condition; | |
} | |
//method to delete all timers | |
public void DeleteTimers() { timers.Clear(); } | |
//TRUE: The timer "idx" has finished; FALSE: Otherwise | |
public bool GetIfFinishedTimer(int idx) { return timers[idx].timerFinished; } | |
//method to set the status of a timer as finished | |
public void EndTimer(int idx) { timers[idx].timerFinished = true; } | |
} |
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/** | |
* Example on how to create a timer and use it: | |
*/ | |
namespace ExampleOfTimeUpdate | |
{ | |
public class ExampleToUseTimers | |
{ | |
private void Example() | |
{ | |
//Create a timer | |
int timer = Timers.Instance.CreateTimer(); | |
//Pause the timer | |
Timers.Instance.PauseTimer(timer); | |
//Resume the timer | |
Timers.Instance.ResumeTimer(timer); | |
//Restart the timer | |
Timers.Instance.RestartTimer(timer); | |
//Restart and pause the timer | |
Timers.Instance.ResetTimer(timer); | |
//Wait 5 seconds and do something | |
if (Timers.Instance.WaitTime(timer, 5f)) | |
{ | |
//Do something | |
} | |
//Wait 5 seconds, end the timer, and do something (just once) | |
if (Timers.Instance.WaitTimeAndFinishTimer(timer, 5f)) | |
{ | |
//Do something just once | |
} | |
//End timer | |
Timers.Instance.EndTimer(timer); | |
} | |
} | |
} |
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