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Unity simple Timer with co-routine
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// 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(); | |
} | |
} |
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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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