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Last active August 17, 2021 07:44
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Unity simple Timer with co-routine
// 2014 - Pixelnest Studio
using System;
using System.Collections;
using UnityEngine;
/// <summary>
/// Ready to use timers for coroutines
/// </summary>
/// <summary>
/// Ready to use timers for coroutines
/// </summary>
public class Timer
{
/// <summary>
/// Simple timer, no reference, wait and then execute something
/// </summary>
/// <param name="duration"></param>
/// <param name="callback"></param>
/// <returns></returns>
public static IEnumerator Start(float duration, Action callback)
{
return Start(duration, false, callback);
}
/// <summary>
/// Simple timer, no reference, wait and then execute something
/// </summary>
/// <param name="duration"></param>
/// <param name="repeat"></param>
/// <param name="callback"></param>
/// <returns></returns>
public static IEnumerator Start(float duration, bool repeat, Action callback)
{
do
{
yield return new WaitForSeconds(duration);
if (callback != null)
callback();
} while (repeat);
}
public static IEnumerator StartRealtime(float time, System.Action callback)
{
float start = Time.realtimeSinceStartup;
while (Time.realtimeSinceStartup < start + time)
{
yield return null;
}
if (callback != null) callback();
}
public static IEnumerator NextFrame(Action callback)
{
yield return new WaitForEndOfFrame();
if (callback != null)
callback();
}
}
const float duration = 3f;
// Simple creation: can't be stopped even if lopping
//--------------------------------------------
StartCoroutine(Timer.Start(duration, true, () =>
{
// Do something at the end of the 3 seconds (duration)
//...
}));
// Launch the timer
StartCoroutine(t.Start());
// Ask to stop it next frame
t.Stop();
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