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/*
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------------------- Code Monkey -------------------
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Thank you for downloading the Code Monkey Utilities
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I hope you find them useful in your projects
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If you have any questions use the contact form
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Cheers!
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unitycodemonkey.com
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--------------------------------------------------
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*/
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using System;
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using UnityEngine;
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using System.Collections.Generic;
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namespace CodeMonkey.Utils {
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/*
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* Triggers a Action after a certain time
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* */
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public class FunctionTimer {
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/*
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* Class to hook Actions into MonoBehaviour
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* */
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private class MonoBehaviourHook : MonoBehaviour {
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public Action OnUpdate;
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private void Update() {
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if (OnUpdate != null) OnUpdate();
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}
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}
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private static List<FunctionTimer> timerList; // Holds a reference to all active timers
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private static GameObject initGameObject; // Global game object used for initializing class, is destroyed on scene change
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private static void InitIfNeeded() {
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if (initGameObject == null) {
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initGameObject = new GameObject("FunctionTimer_Global");
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timerList = new List<FunctionTimer>();
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}
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}
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public static FunctionTimer Create(Action action, float timer) {
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return Create(action, timer, "", false, false);
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}
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public static FunctionTimer Create(Action action, float timer, string functionName) {
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return Create(action, timer, functionName, false, false);
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}
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public static FunctionTimer Create(Action action, float timer, string functionName, bool useUnscaledDeltaTime) {
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return Create(action, timer, functionName, useUnscaledDeltaTime, false);
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}
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public static FunctionTimer Create(Action action, float timer, string functionName, bool useUnscaledDeltaTime, bool stopAllWithSameName) {
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InitIfNeeded();
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if (stopAllWithSameName) {
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StopAllTimersWithName(functionName);
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}
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GameObject obj = new GameObject("FunctionTimer Object "+functionName, typeof(MonoBehaviourHook));
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FunctionTimer funcTimer = new FunctionTimer(obj, action, timer, functionName, useUnscaledDeltaTime);
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obj.GetComponent<MonoBehaviourHook>().OnUpdate = funcTimer.Update;
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timerList.Add(funcTimer);
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return funcTimer;
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}
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public static void RemoveTimer(FunctionTimer funcTimer) {
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InitIfNeeded();
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timerList.Remove(funcTimer);
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}
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public static void StopAllTimersWithName(string functionName) {
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InitIfNeeded();
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for (int i = 0; i < timerList.Count; i++) {
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if (timerList[i].functionName == functionName) {
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timerList[i].DestroySelf();
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i--;
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}
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}
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}
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public static void StopFirstTimerWithName(string functionName) {
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InitIfNeeded();
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for (int i = 0; i < timerList.Count; i++) {
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if (timerList[i].functionName == functionName) {
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timerList[i].DestroySelf();
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return;
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}
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}
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}
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private GameObject gameObject;
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private float timer;
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private string functionName;
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private bool active;
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private bool useUnscaledDeltaTime;
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private Action action;
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public FunctionTimer(GameObject gameObject, Action action, float timer, string functionName, bool useUnscaledDeltaTime) {
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this.gameObject = gameObject;
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this.action = action;
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this.timer = timer;
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this.functionName = functionName;
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this.useUnscaledDeltaTime = useUnscaledDeltaTime;
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}
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private void Update() {
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if (useUnscaledDeltaTime) {
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timer -= Time.unscaledDeltaTime;
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} else {
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timer -= Time.deltaTime;
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}
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if (timer <= 0) {
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// Timer complete, trigger Action
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action();
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DestroySelf();
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}
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}
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private void DestroySelf() {
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RemoveTimer(this);
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if (gameObject != null) {
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UnityEngine.Object.Destroy(gameObject);
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}
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}
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/*
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* Class to trigger Actions manually without creating a GameObject
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* */
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public class FunctionTimerObject {
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private float timer;
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private Action callback;
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public FunctionTimerObject(Action callback, float timer) {
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this.callback = callback;
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this.timer = timer;
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}
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public bool Update() {
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return Update(Time.deltaTime);
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}
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public bool Update(float deltaTime) {
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timer -= deltaTime;
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if (timer <= 0) {
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callback();
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return true;
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} else {
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return false;
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}
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}
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}
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// Create a Object that must be manually updated through Update();
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public static FunctionTimerObject CreateObject(Action callback, float timer) {
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return new FunctionTimerObject(callback, timer);
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}
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}
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}
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