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https://github.com/akbiggs/UnityTimer

Powerful and convenient library for running actions after a delay in Unity3D.
https://github.com/akbiggs/UnityTimer

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Powerful and convenient library for running actions after a delay in Unity3D.

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# 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).