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A Timer class for C#, designed with a Unity workflow in mind. Meant to mimic the native Timer class found in ActionScript 3.0.

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Mark-LaCroix/NobleTimer

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Noble Timer

A Timer class for C#, designed with a Unity workflow in mind. Meant to emulate the native Timer class found in ActionScript 3.0.

Use-cases for this would include places where you might otherwise use Coroutines or Update loops.

This implimentation includes a Timer.TimerEvent delegate you can use as a "local function" in order to keep all your code together, although you may feed the Timer normal methods as well.

API

Create new Timer

Timer timer = new Timer(
	float _tickDurationInMilliseconds,
	TimerEvent _onCompleteMethod,
	int _totalTickCount,
	TimerEvent _onTickMethod,
	bool startUponCreation
);

Public Methods (sorry C# purists, I don't use TitleCase for methods)

start(): Begin your timer.

pause(): Pauses timer, resume from where you left off with start().

stop(): Stops and resets timer. Can be run again with start().

destroy(): stops, destroys, and sets to null all internal objects. Only call this if you also intend to set the timer object to null.

Public Properties

float tickDuration (in milliseconds)

double durationRemaining (in milliseconds)

int totalTickCount

int currentTickCount

bool isRunning

Usage

Simple usage (Runs "complete" code after 500ms):

Timer.TimerEvent timerCompleteHandler = delegate { /* Your code here */ };
timer = new Timer(500, timerCompleteHandler);
timer.start();

You can also use a lambda function.

timer = new Timer(500, ()=>{ /* Your code here */ });
timer.start();

The startUponCreation bool allows you to start the timer immediately, without having to seperately call start() on it:

timer = new Timer(500, ()=>{ /* Your code here */ }, 1, null, true);

Advanced usage (Runs "tick" code every 500ms, and "complete" code at the end of 10 ticks):

Timer.TimerEvent timerTickHandler = delegate { /* Your code here */ };
Timer.TimerEvent timerCompleteHandler = delegate { /* Your code here */ };
timer = new Timer(500, timerCompleteHandler, 10, timerTickHandler);
timer.start();

Only the "onComplete" code is run when the timer completes, if you want to run the "onTick" code when the timer completes, use the same method for both arguments:

Timer.TimerEvent timerHandler = delegate { /* Your code here */ };
timer = new Timer(500, timerHandler, 10, timerHandler);
timer.start();

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A Timer class for C#, designed with a Unity workflow in mind. Meant to mimic the native Timer class found in ActionScript 3.0.

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