It’s been a nearly a month since my last blog entry. Typically people disappear for long periods of time because they’ve either just begun a romantic charade or they just became insanely busy with work. Well in my case, I’m already happily married with a sweet little daughter so it’s clearly a work issue. If you haven’t guessed it yet from this site, I’m actually starting a new company named Monkey Prism. At Monkey Prism we’re in the midst of an up and coming Unity 3D iOS release. During our development cycle we were in need of a basic timer object. This example really serves as an object to learn from on how to use Time.time in your code to create a basic timer. Feel free to use this code in anyway that you like!
Here is how you call this MPTimer object.
Example 1
//Example 1: private MPTimer monkeyPrismTimer; void Start() { /* Creates a timer object that will wait 5 seconds before calling the ToggleExample method. The false flag signifies that this object will not start the timer until the monkeyPrismTimer.Active = true; has been set. */ monkeyPrismTimer = new MPTimer( new MPTimerObject(gameObject, "ToggleExample", 5.0f), false); } public void ToggleExample() { Debug.Log("ToggleExample() called!"); } void Update() { //daisy chain the timer running. Every time it inactivates, we'll re-activate it. if (!monkeyPrismTimer.Active) { Debug.Log("Enabling the timer!"); monkeyPrismTimer.Active = true; } //drive the timer monkeyPrismTimer.DoTimer(); } |
Example 2 (auto-start the timer)
private MPTimer monkeyPrismTimer; void Start() { //create a 3 second timer that repeats 10 times. MPTimerObject mpTimerObject = new MPTimerObject(gameObject, "ToggleExample", 3.0f); mpTimerObject.repeatCount = 10; // repeat it 10 times. //creates a timer object without auto-starting it. monkeyPrismTimer = new MPTimer(mpTimerObject, true); } public void ToggleExample() { Debug.Log("ToggleExample() called!"); } void Update() { //drive the timer monkeyPrismTimer.DoTimer(); } |
The file on my system is named: “MPTimer.cs“. Here it is! The meat and potatoes we’ve been talking about!
using System; using UnityEngine; /// <summary> /// A timer object that will be passed into the MPTimer class. /// </summary> public class MPTimerObject { /// <summary> /// The target GameObject that contains the onCompleteMethod specified. /// </summary> public GameObject target; /// <summary> /// A string representing the method to call when the timer expires. /// </summary> public String onCompleteMethod; /// <summary> /// A float value in seconds representing how often you would like the timer to trigger. /// </summary> public float runForSeconds; /// <summary> /// An integer value representing the number of times you would like this timer to trigger before becoming inactive. /// </summary> public int repeatCount; public MPTimerObject() { } /// <summary> /// Creates a basic Monkey Prism timer object. /// </summary> /// <param name="targetCompleteMethodObject"> /// A <see cref="GameObject"/> that is the targeted object that contains the "completeMethod" string parameter. /// </param> /// <param name="completeMethod"> /// A <see cref="String"/> representing a method named contained within the GameObject specified. Example: "myMethod" /// </param> /// <param name="triggerTime"> /// A <see cref="System.Single"/> float value in seconds. 5.0f would be 5 seconds. This tells the timer to trigger in 5 seconds. /// </param> public MPTimerObject(GameObject targetCompleteMethodObject, String completeMethod, float triggerTime) { Init(targetCompleteMethodObject, completeMethod, triggerTime, 1); } private void Init(GameObject targetCompleteMethodObject, String completeMethod, float runForSeconds, int repeatCount) { this.target = targetCompleteMethodObject; onCompleteMethod = completeMethod; this.runForSeconds = runForSeconds; this.repeatCount = repeatCount; } } /// <summary> /// A Monkey Prism timer object that allows for a user to trigger a method based on a time specified. /// </summary> public class MPTimer { private MPTimerObject timerObject; private float startTime; private float endTime; private bool active; private int count; /// <summary> /// Create a new MPTimer object. /// </summary> /// <param name="mpTimerObject"> /// A <see cref="MPTimerObject"/> /// </param> public MPTimer(MPTimerObject mpTimerObject) { Init(mpTimerObject, true); } /// <summary> /// Create a new MPTimer object. /// </summary> /// <param name="mpTimerObject"> /// A <see cref="MPTimerObject"/> /// </param> /// <param name="activeState"> /// A <see cref="System.Boolean"/> representing whether to start the timer immediately or to wait. If true, the timer will kick-off immediately. /// </param> public MPTimer(MPTimerObject mpTimerObject, bool activeState) { Init(mpTimerObject, activeState); } private void Init(MPTimerObject mpTimerObject, bool activeState) { if (mpTimerObject == null || mpTimerObject.onCompleteMethod == null || mpTimerObject.target == null) { Debug.LogError("MPTimer Error: Invalid MPTimerObject specified."); } timerObject = mpTimerObject; Active = activeState; } /// <summary> /// The MPTimerObject get/set helper. Setting a new timer object will inactivate the current timer. /// </summary> public MPTimerObject TimerObject { get { return timerObject; } set { active = false; timerObject = value; } } /// <summary> /// The Active get/set helper. By setting this to "Active" you will instantly cause this method to be called. /// </summary> public bool Active { get { return active; } set { if (value != active) count = 0; active = value; if (active) { startTime = Time.time; endTime = startTime + timerObject.runForSeconds; //Debug.Log("Start= " + startTime + ", End= " + endTime); } } } /// <summary> /// A method used for the "Update" call in your calling library. If this method is not called, the timer is not automatically driven. /// </summary> public void DoTimer() { if (!active) return; if (Time.time >= endTime) { //Debug.Log("timer fired!"); timerObject.target.SendMessage(timerObject.onCompleteMethod); if (++count >= timerObject.repeatCount) active = false; //toggle off. } } } |
I'm a software developer focused on all facets of enterprise solutions and technologies. Currently, I'm enjoying developing iPhone applications at night while spending much of my day working on Java, .Net and database implementations.
