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authorSimon O'Shea <osheas1@wit.edu>2023-07-31 18:45:01 -0400
committerSimon O'Shea <osheas1@wit.edu>2023-07-31 18:45:01 -0400
commit5f9e8f979deb94e9219113ed09b49142c040cb57 (patch)
treea67bd606205f7fb28e48d351028b3478bc49145b /Pathfinding Visualizer/Assets/CodeMonkey/Utils/FunctionTimer.cs
parent4699ce72871eaa6ee27c01971383b9d1fced1946 (diff)
import successful, grid has visuals
cell values and grid lines are displayed. no interaction available yet.
Diffstat (limited to 'Pathfinding Visualizer/Assets/CodeMonkey/Utils/FunctionTimer.cs')
-rw-r--r--Pathfinding Visualizer/Assets/CodeMonkey/Utils/FunctionTimer.cs183
1 files changed, 183 insertions, 0 deletions
diff --git a/Pathfinding Visualizer/Assets/CodeMonkey/Utils/FunctionTimer.cs b/Pathfinding Visualizer/Assets/CodeMonkey/Utils/FunctionTimer.cs
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+++ b/Pathfinding Visualizer/Assets/CodeMonkey/Utils/FunctionTimer.cs
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+/*
+ ------------------- Code Monkey -------------------
+
+ Thank you for downloading the Code Monkey Utilities
+ I hope you find them useful in your projects
+ If you have any questions use the contact form
+ Cheers!
+
+ unitycodemonkey.com
+ --------------------------------------------------
+ */
+
+using System;
+using UnityEngine;
+using System.Collections.Generic;
+
+namespace CodeMonkey.Utils {
+
+ /*
+ * Triggers a Action after a certain time
+ * */
+ public class FunctionTimer {
+
+ /*
+ * Class to hook Actions into MonoBehaviour
+ * */
+ private class MonoBehaviourHook : MonoBehaviour {
+
+ public Action OnUpdate;
+
+ private void Update() {
+ if (OnUpdate != null) OnUpdate();
+ }
+
+ }
+
+
+ private static List<FunctionTimer> timerList; // Holds a reference to all active timers
+ private static GameObject initGameObject; // Global game object used for initializing class, is destroyed on scene change
+
+ private static void InitIfNeeded() {
+ if (initGameObject == null) {
+ initGameObject = new GameObject("FunctionTimer_Global");
+ timerList = new List<FunctionTimer>();
+ }
+ }
+
+
+
+
+ public static FunctionTimer Create(Action action, float timer) {
+ return Create(action, timer, "", false, false);
+ }
+
+ public static FunctionTimer Create(Action action, float timer, string functionName) {
+ return Create(action, timer, functionName, false, false);
+ }
+
+ public static FunctionTimer Create(Action action, float timer, string functionName, bool useUnscaledDeltaTime) {
+ return Create(action, timer, functionName, useUnscaledDeltaTime, false);
+ }
+
+ public static FunctionTimer Create(Action action, float timer, string functionName, bool useUnscaledDeltaTime, bool stopAllWithSameName) {
+ InitIfNeeded();
+
+ if (stopAllWithSameName) {
+ StopAllTimersWithName(functionName);
+ }
+
+ GameObject obj = new GameObject("FunctionTimer Object "+functionName, typeof(MonoBehaviourHook));
+ FunctionTimer funcTimer = new FunctionTimer(obj, action, timer, functionName, useUnscaledDeltaTime);
+ obj.GetComponent<MonoBehaviourHook>().OnUpdate = funcTimer.Update;
+
+ timerList.Add(funcTimer);
+
+ return funcTimer;
+ }
+
+ public static void RemoveTimer(FunctionTimer funcTimer) {
+ InitIfNeeded();
+ timerList.Remove(funcTimer);
+ }
+
+ public static void StopAllTimersWithName(string functionName) {
+ InitIfNeeded();
+ for (int i = 0; i < timerList.Count; i++) {
+ if (timerList[i].functionName == functionName) {
+ timerList[i].DestroySelf();
+ i--;
+ }
+ }
+ }
+
+ public static void StopFirstTimerWithName(string functionName) {
+ InitIfNeeded();
+ for (int i = 0; i < timerList.Count; i++) {
+ if (timerList[i].functionName == functionName) {
+ timerList[i].DestroySelf();
+ return;
+ }
+ }
+ }
+
+
+
+
+
+ private GameObject gameObject;
+ private float timer;
+ private string functionName;
+ private bool active;
+ private bool useUnscaledDeltaTime;
+ private Action action;
+
+
+
+ public FunctionTimer(GameObject gameObject, Action action, float timer, string functionName, bool useUnscaledDeltaTime) {
+ this.gameObject = gameObject;
+ this.action = action;
+ this.timer = timer;
+ this.functionName = functionName;
+ this.useUnscaledDeltaTime = useUnscaledDeltaTime;
+ }
+
+ private void Update() {
+ if (useUnscaledDeltaTime) {
+ timer -= Time.unscaledDeltaTime;
+ } else {
+ timer -= Time.deltaTime;
+ }
+ if (timer <= 0) {
+ // Timer complete, trigger Action
+ action();
+ DestroySelf();
+ }
+ }
+
+ private void DestroySelf() {
+ RemoveTimer(this);
+ if (gameObject != null) {
+ UnityEngine.Object.Destroy(gameObject);
+ }
+ }
+
+
+
+
+ /*
+ * Class to trigger Actions manually without creating a GameObject
+ * */
+ public class FunctionTimerObject {
+
+ private float timer;
+ private Action callback;
+
+ public FunctionTimerObject(Action callback, float timer) {
+ this.callback = callback;
+ this.timer = timer;
+ }
+
+ public bool Update() {
+ return Update(Time.deltaTime);
+ }
+
+ public bool Update(float deltaTime) {
+ timer -= deltaTime;
+ if (timer <= 0) {
+ callback();
+ return true;
+ } else {
+ return false;
+ }
+ }
+ }
+
+ // Create a Object that must be manually updated through Update();
+ public static FunctionTimerObject CreateObject(Action callback, float timer) {
+ return new FunctionTimerObject(callback, timer);
+ }
+
+ }
+
+} \ No newline at end of file