# Unity Timer Run actions after a delay in Unity3D. This library has been battle-tested and hardened throughout numerous projects, including the award-winning [Pitfall Planet](http://pitfallplanet.com/). Written by [Alexander Biggs](http://akbiggs.xyz) + [Adam Robinson-Yu](http://www.adamgryu.com/). ### Installation To get the latest release of UnityTimer, head over to [the Releases page](https://github.com/akbiggs/UnityTimer/releases) and download the Timer.unitypackage file from the latest release. Then if you have a Unity project open, you can open the .unitypackage file to install the scripts into your project. Alternatively, if you like to live on the bleeding edge, add `https://github.com/akbiggs/UnityTimer.git` to your packages in Unity Package Manager. However, we do not guarantee this will give you a stable version. ![Screenshot of selecting add git URL](https://i.imgur.com/Crx5hnZ.png) ![Screenshot of adding package to UPM](https://i.imgur.com/IW4b6a8.png) ### Basic Example The Unity Timer package provides the following method for creating timers: ```c# /// /// Register a new timer that should fire an event after a certain amount of time /// has elapsed. /// /// The time to wait before the timer should fire, in seconds. /// An action to fire when the timer completes. public static Timer Register(float duration, Action onComplete); ``` The method is called like this: ```c# // Log "Hello World" after five seconds. Timer.Register(5f, () => Debug.Log("Hello World")); ``` ## Motivation Out of the box, without this library, there are two main ways of handling timers in Unity: 1. Use a coroutine with the WaitForSeconds method. 2. Store the time that your timer started in a private variable (e.g. `startTime = Time.time`), then check in an Update call if `Time.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](http://docs.unity3d.com/ScriptReference/Time-timeScale.html). 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. ## Features **Make a timer repeat by setting `isLooped` to true.** ```c# // Call the player's jump method every two seconds. Timer.Register(2f, player.Jump, isLooped: true); ``` **Cancel a timer after calling it.** ```c# Timer timer; void Start() { timer = Timer.Register(2f, () => Debug.Log("You won't see this text if you press X.")); } void Update() { if (Input.GetKeyDown(KeyCode.X)) { Timer.Cancel(timer); } } ``` **Measure time by [realtimeSinceStartup](http://docs.unity3d.com/ScriptReference/Time-realtimeSinceStartup.html) instead of scaled game time by setting `useRealTime` to true.** ```c# // Let's say you pause your game by setting the timescale to 0. Time.timeScale = 0f; // ...Then set useRealTime so this timer will still fire even though the game time isn't progressing. Timer.Register(1f, this.HandlePausedGameState, useRealTime: true); ``` **Attach the timer to a MonoBehaviour so that the timer is destroyed when the MonoBehaviour is.** Very often, a timer called from a MonoBehaviour will manipulate that behaviour's state. Thus, it is common practice to cancel the timer in the OnDestroy method of the MonoBehaviour. We've added a convenient extension method that attaches a Timer to a MonoBehaviour such that it will automatically cancel the timer when the MonoBehaviour is detected as null. ```c# public class CoolMonoBehaviour : MonoBehaviour { void Start() { // Use the AttachTimer extension method to create a timer that is destroyed when this // object is destroyed. this.AttachTimer(5f, () => { // If this code runs after the object is destroyed, a null reference will be thrown, // which could corrupt game state. this.gameObject.transform.position = Vector3.zero; }); } 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 `onUpdate` callback.** ```c# // Change a color from white to red over the course of five seconds. Color color = Color.white; float transitionDuration = 5f; Timer.Register(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.GetTimeRemaining() - timer.GetRatioComplete() - timer.isDone A test scene + script demoing all the features is included with the package in the `Timer/Example` folder. ## Usage Notes / Caveats 1. All timers are destroyed when changing scenes. This behaviour is typically desired, and it happens because timers are updated by a TimerController that is also destroyed when the scene changes. Note that as a result of this, creating a Timer when the scene is being closed, e.g. in an object's OnDestroy method, will [result in a Unity error when the TimerController is spawned](http://i.imgur.com/ESFmFDO.png).