141 lines
5.5 KiB
Markdown
141 lines
5.5 KiB
Markdown
# Unity Timer
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Run actions after a delay in Unity3D.
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This library has been battle-tested and hardened throughout numerous projects, including the award-winning [Pitfall Planet](http://pitfallplanet.com/).
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Written by [Alexander Biggs](http://akbiggs.xyz) + [Adam Robinson-Yu](http://www.adamgryu.com/).
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### Installation
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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.
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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.
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![Screenshot of selecting add git URL](https://i.imgur.com/Crx5hnZ.png)
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![Screenshot of adding package to UPM](https://i.imgur.com/IW4b6a8.png)
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### Basic Example
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The Unity Timer package provides the following method for creating timers:
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```c#
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/// <summary>
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/// Register a new timer that should fire an event after a certain amount of time
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/// has elapsed.
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/// </summary>
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/// <param name="duration">The time to wait before the timer should fire, in seconds.</param>
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/// <param name="onComplete">An action to fire when the timer completes.</param>
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public static Timer Register(float duration, Action onComplete);
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```
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The method is called like this:
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```c#
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// Log "Hello World" after five seconds.
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Timer.Register(5f, () => Debug.Log("Hello World"));
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```
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## Motivation
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Out of the box, without this library, there are two main ways of handling timers in Unity:
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1. Use a coroutine with the WaitForSeconds method.
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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`.
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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).
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The second method is error-prone, and hides away the actual game logic that you are trying to express.
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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.
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## Features
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**Make a timer repeat by setting `isLooped` to true.**
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```c#
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// Call the player's jump method every two seconds.
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Timer.Register(2f, player.Jump, isLooped: true);
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```
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**Cancel a timer after calling it.**
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```c#
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Timer timer;
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void Start() {
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timer = Timer.Register(2f, () => Debug.Log("You won't see this text if you press X."));
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}
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void Update() {
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if (Input.GetKeyDown(KeyCode.X)) {
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Timer.Cancel(timer);
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}
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}
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```
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**Measure time by [realtimeSinceStartup](http://docs.unity3d.com/ScriptReference/Time-realtimeSinceStartup.html) instead of scaled game time by setting `useRealTime` to true.**
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```c#
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// Let's say you pause your game by setting the timescale to 0.
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Time.timeScale = 0f;
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// ...Then set useRealTime so this timer will still fire even though the game time isn't progressing.
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Timer.Register(1f, this.HandlePausedGameState, useRealTime: true);
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```
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**Attach the timer to a MonoBehaviour so that the timer is destroyed when the MonoBehaviour is.**
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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.
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```c#
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public class CoolMonoBehaviour : MonoBehaviour {
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void Start() {
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// Use the AttachTimer extension method to create a timer that is destroyed when this
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// object is destroyed.
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this.AttachTimer(5f, () => {
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// If this code runs after the object is destroyed, a null reference will be thrown,
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// which could corrupt game state.
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this.gameObject.transform.position = Vector3.zero;
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});
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}
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void Update() {
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// This code could destroy the object at any time!
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if (Input.GetKeyDown(KeyCode.X)) {
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GameObject.Destroy(this.gameObject);
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}
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}
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}
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```
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**Update a value gradually over time using the `onUpdate` callback.**
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```c#
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// Change a color from white to red over the course of five seconds.
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Color color = Color.white;
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float transitionDuration = 5f;
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Timer.Register(transitionDuration,
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onUpdate: secondsElapsed => color.r = 255 * (secondsElapsed / transitionDuration),
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onComplete: () => Debug.Log("Color is now red"));
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```
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**A number of other useful features are included!**
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- timer.Pause()
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- timer.Resume()
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- timer.GetTimeRemaining()
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- timer.GetRatioComplete()
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- timer.isDone
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A test scene + script demoing all the features is included with the package in the `Timer/Example` folder.
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## Usage Notes / Caveats
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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).
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