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@winkels
Last active May 8, 2017
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Unity script that creates a coroutine-based countdown timer. See http://www.asteroidbase.com/?p=853 for context.
using UnityEngine;
using System.Collections;
[System.Serializable]
public class CoroutineTimer
{
//public fields
public float TimerDuration, TimerRandomScaleFactor, TimerStartDelay;
public bool Repeats;
//private fields
bool _running;
bool startDelayComplete;
CoroutineTimerBehaviour timerBehaviour;
System.Action timerFinishedAction;
public CoroutineTimer(float timerDuration, float timerRandomScaleFactor,
float timerStartDelay, bool repeats)
{
this.TimerDuration = timerDuration;
this.TimerRandomScaleFactor = timerRandomScaleFactor;
this.TimerStartDelay = timerStartDelay;
this.Repeats = repeats;
}
public CoroutineTimer(float timerDuration) : this(timerDuration, 0, 0, false)
{
}
public void Start(GameObject targetGameObject, System.Action timerFinishedAction)
{
if(timerBehaviour != null)
{
throw new System.InvalidOperationException(
"This timer has already been started");
}
timerBehaviour = targetGameObject.AddComponent<CoroutineTimerBehaviour>();
this.timerFinishedAction = timerFinishedAction;
//if we have a start delay, run a timer for that before starting the real timer
if(TimerStartDelay != 0.0f && !startDelayComplete)
{
timerBehaviour.StartTimer(TimerStartDelay, startTimerFinished);
}
else
{
doStart();
}
}
void doStart()
{
if(TimerDuration == 0.0f)
{
throw new System.InvalidOperationException("Timer duration cannot be zero");
}
if(TimerRandomScaleFactor < 0.0f || TimerRandomScaleFactor > 1.0f)
{
throw new System.ArgumentException(
"Timer scale factor must be between 0 and 1");
}
float waitSeconds = Random.Range(TimerDuration * (1 - TimerRandomScaleFactor),
TimerDuration * (1 + TimerRandomScaleFactor));
timerBehaviour.StartTimer(waitSeconds, timerFinished);
_running = true;
}
public void Stop()
{
_running = false;
//stop coroutines, remove timer component and clean up references
if(timerBehaviour != null)
{
timerBehaviour.StopCoroutine(CoroutineTimerBehaviour.TimerCoroutineName);
GameObject.Destroy(timerBehaviour);
}
timerBehaviour = null;
timerFinishedAction = null;
}
void startTimerFinished()
{
startDelayComplete = true;
doStart();
}
void timerFinished()
{
_running = false;
if(timerFinishedAction != null)
{
timerFinishedAction();
}
//null check to make sure the timer has not been stopped in the timerFinishedDelegate
if(Repeats && timerBehaviour != null)
{
doStart();
}
else
{
Stop();
}
}
#region Property methods
public bool Running
{
get
{
return _running;
}
}
#endregion
}
class CoroutineTimerBehaviour : MonoBehaviour
{
public static readonly string TimerCoroutineName = "startTimer";
System.Action timerFinishedAction;
public void StartTimer(float waitSeconds, System.Action timerFinishedAction)
{
this.timerFinishedAction = timerFinishedAction;
StartCoroutine(TimerCoroutineName, waitSeconds);
}
IEnumerator startTimer(float waitSeconds)
{
yield return new WaitForSeconds(waitSeconds);
timerFinishedAction();
}
}
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