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March 13, 2018 01:23
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A Timer class in Unity. Requires my Singleton class.
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/* Timer.cs | |
(c) 2017 Ritoban Roy-Chowdhury. All rights reserved | |
*/ | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class Timer | |
{ | |
public float TotalTimeElapsed { get; protected set; } | |
protected float ExpireTime; | |
protected Action<float> updateWrapper; | |
protected Action expireWrapper; | |
// NOTE: To create repeating timers, simply Reset the timer when it expires | |
public Timer(float time, Action<float> updateAction, Action expireAction) | |
{ | |
this.ExpireTime = time; | |
this.updateWrapper = | |
(dt) => | |
{ | |
TotalTimeElapsed += dt; | |
if (TotalTimeElapsed >= ExpireTime) | |
{ | |
if (this.expireWrapper != null) | |
{ | |
expireWrapper.Invoke(); | |
UpdateManager.Instance.OnUpdate -= this.updateWrapper; | |
return; | |
} | |
} | |
if (updateAction != null) | |
{ | |
updateAction.Invoke(dt); | |
} | |
}; | |
UpdateManager.Instance.OnUpdate += this.updateWrapper; | |
this.expireWrapper = expireAction; | |
} | |
public void Reset() | |
{ | |
// The timer already went off, so we need to add it back to OnUpdate | |
if (TotalTimeElapsed >= ExpireTime) | |
{ | |
UpdateManager.Instance.OnUpdate += this.updateWrapper; | |
} | |
TotalTimeElapsed = 0f; | |
} | |
} |
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/* UpdateManager.cs | |
(c) 2017 Ritoban Roy-Chowdhury. All rights reserved | |
*/ | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
/// <summary> | |
/// Allows use of the Timer Class | |
/// </summary> | |
public class UpdateManager : MonoBehaviour | |
{ | |
private static UpdateManager _instance; | |
public static UpdateManager Instance | |
{ | |
get | |
{ | |
if (_instance == null) | |
_instance = GameObject.FindObjectOfType<UpdateManager>(); | |
return _instance; | |
} | |
} | |
public event Action<float> OnUpdate; | |
private void Update() | |
{ | |
if (OnUpdate != null) | |
OnUpdate.Invoke(Time.deltaTime); | |
} | |
} |
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