Run actions after a delay in Unity3D.
This library has been battle-tested and hardened throughout numerous projects, including the award-winning Pitfall Planet.
Written by Alexander Biggs + Adam Robinson-Yu.
Fork by GH-ZJ(wustzhangjie@gmail.com)
The Unity Timer package provides the following method for creating timers:
public static DelayTimer DelayAction(float duration, Action onComplete, Action<float> onUpdate = null, bool useRealTime = false, Object autoDestroyOwner = null);
public static DelayFrameTimer DelayFrameAction(int frame, Action onComplete, Action<float> onUpdate = null, Object autoDestroyOwner = null);
public static LoopTimer LoopAction(float interval, Action<int> onComplete, Action<float> onUpdate = null, bool useRealTime = false, bool executeOnStart = false, Object autoDestroyOwner = null);
public static LoopUntilTimer LoopUntilAction(float interval, Func<LoopUntilTimer, bool> loopUntil, Action<int> onComplete, Action<float> onUpdate = null, Action onFinished = null, bool useRealTime = false, bool executeOnStart = false, Object autoDestroyOwner = null);
public static LoopCountTimer LoopCountAction(float interval, int loopCount, Action<int> onComplete, Action<float> onUpdate = null, Action onFinished = null, bool useRealTime = false, bool executeOnStart = false, Object autoDestroyOwner = null);
public static DelayTimer PersistenceDelayAction(float duration, Action onComplete, Action<float> onUpdate = null, bool useRealTime = false, Object autoDestroyOwner = null);
public static DelayFrameTimer PersistenceDelayFrameAction(int frame, Action onComplete, Action<float> onUpdate = null, Object autoDestroyOwner = null);
public static LoopTimer PersistenceLoopAction(float interval, Action<int> onComplete, Action<float> onUpdate = null, bool useRealTime = false, bool executeOnStart = false, Object autoDestroyOwner = null);
public static LoopUntilTimer PersistenceLoopUntilAction(float interval, Func<LoopUntilTimer, bool> loopUntil, Action<int> onComplete, Action<float> onUpdate = null, Action onFinished = null, bool useRealTime = false, bool executeOnStart = false, Object autoDestroyOwner = null);
public static LoopCountTimer PersistenceLoopCountAction(float interval, int loopCount, Action<int> onComplete, Action<float> onUpdate = null, Action onFinished = null, bool useRealTime = false, bool executeOnStart = false, Object autoDestroyOwner = null);Out of the box, without this library, there are two main ways of handling timers in Unity:
- Use a coroutine with the WaitForSeconds method.
- Store the time that your timer started in a private variable (e.g.
startTime = Time.time), then check in an Update call ifTime.time - startTime >= timerDuration.
The first method is verbose, forcing you to refactor your code to use IEnumerator functions. Furthermore, it necessitates having access to a MonoBehaviour instance to start the coroutine, meaning that solution will not work in non-MonoBehaviour classes. Finally, there is no way to prevent WaitForSeconds from being affected by changes to the time scale.
The second method is error-prone, and hides away the actual game logic that you are trying to express.
This library alleviates both of these concerns, making it easy to add an easy-to-read, expressive timer to any class in your Unity project.
- Make a timer repeat by call Timer.LoopAction.
private void Start()
{
Timer.LoopAction(5, loopTime => { Debug.LogError("Timer Called: " + loopTime); });
}- Make a loop timer execute when start by setting
executeOnStartto true.
private void Start()
{
Timer.LoopAction(5, loopTime => { Debug.LogError("Timer Called: " + loopTime); }, executeOnStart: true);
}- Make a timer based on frame count by call Timer.DelayFrameAction.
private void Start()
{
Timer.DelayFrameAction(5, () => { Debug.LogError("Timer Called"); });
}- Measure time by realtimeSinceStartup
instead of scaled game time by setting [Obsolete("Use updateMode to instead.")]
useRealTimeto true. Default is false.
private void Start()
{
Timer.DelayAction(5, () => { Debug.LogError("Timer Called"); }, useRealTime: true);
}- Measure time by time or unscaledTime or realtimeSinceStartup
by setting
updateModetoTimer.UpdateMode.GameTimeorTimer.UpdateMode.UnscaledGameTimeorTimer.UpdateMode.RealTime. Default isTimer.UpdateMode.GameTime.
private void Start()
{
Timer.DelayAction(5, () => { Debug.LogError("Timer Called"); }, null, Timer.UpdateMode.UnscaledGameTime);
}- Cancel a timer after calling it.
Timer timer;
void Start() {
timer = Timer.LoopAction(5, _ => { Debug.LogError("Timer Called"); });
}
void Update() {
if (Input.GetKeyDown(KeyCode.X)) {
Timer.Cancel(timer);
}
}- Attach the timer to a UnityEngine.Object by setting
autoDestroyOwnerto the UnityEngine.Object, so that the timer is destroyed when the UnityEngine.Object is.
Very often, a timer called from a Component will manipulate that component's state. Thus, it is common practice to cancel the timer in the OnDestroy method of the Component. We've added a convenient extension method that attaches a Timer to a Component such that it will automatically cancel the timer when the Component is detected as null.
public class CoolMonoBehaviour : MonoBehaviour {
private void Start()
{
//The timer will cancel when the Component is destroyed;
Timer.DelayAction(5, () => { Debug.LogError("Timer Called"); }, useRealTime: true, autoDestroyOwner: this);
}
private void Update()
{
// This code could destroy the object at any time!
if (Input.GetKeyDown(KeyCode.X)) {
GameObject.Destroy(this.gameObject);
}
}
}- Update a value gradually over time using the
onUpdatecallback.
// Change a color from white to red over the course of five seconds.
Color color = Color.white;
float transitionDuration = 5f;
Timer.DelayAction(transitionDuration,
onUpdate: secondsElapsed => color.r = 255 * (secondsElapsed / transitionDuration),
onComplete: () => Debug.Log("Color is now red"));- A number of other useful features are included!
timer.Pause()timer.Resume()timer.Cancel()timer.Restart()timer.GetTimeElapsed()timer.GetTimeRemaining()timer.GetRatioComplete()timer.isDoneTimer.CancelAllRegisteredTimers()Timer.CancelAllRegisteredTimersByOwner(owner)Timer.PauseAllRegisteredTimers()Timer.ResumeAllRegisteredTimers()
- Make a timer not effect by
Timer.XXXAllRegisteredTimers()function by callTimer.PersistenceXXX()function.
Timer timer;
void Start() {
//The timer will not cancel when Timer.XXXAllRegisteredTimers();
timer = Timer.PersistenceLoopAction(5, _ => { Debug.LogError("Timer Called"); });
}
void Update() {
//No effect to timer
if (Input.GetKeyDown(KeyCode.X))
Timer.CancelAllRegisteredTimers();
//Only this can cancel persistence timer
if(Input.GetKeyDown(KeyCode.C))
Timer.Cancel(timer);//same to timer?.Cancel();
}- All timer generator functions can shortcut call by using Component/GameObject Extensions functions, and the timer will attach to the Component/GameObject so that the timer is destroyed when the Component/GameObject is.
void Start() {
//The timer will attach to the Component instance.
this.DelayAction(5, () => { Debug.LogError("Timer Called"); });
}- A test scene + script demoing all the features is included with the package in the
/Examplefolder.
- All timers will not destroy when change scene, because TimerManager is
DontDestroyOnLoad.