5f9e8f979d
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187 lines
6.0 KiB
C#
187 lines
6.0 KiB
C#
/*
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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 System.Collections.Generic;
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using UnityEngine;
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namespace CodeMonkey.Utils {
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/*
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* Executes a Function periodically
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* */
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public class FunctionPeriodic {
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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<FunctionPeriodic> funcList; // 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("FunctionPeriodic_Global");
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funcList = new List<FunctionPeriodic>();
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}
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}
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// Persist through scene loads
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public static FunctionPeriodic Create_Global(Action action, Func<bool> testDestroy, float timer) {
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FunctionPeriodic functionPeriodic = Create(action, testDestroy, timer, "", false, false, false);
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MonoBehaviour.DontDestroyOnLoad(functionPeriodic.gameObject);
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return functionPeriodic;
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}
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// Trigger [action] every [timer], execute [testDestroy] after triggering action, destroy if returns true
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public static FunctionPeriodic Create(Action action, Func<bool> testDestroy, float timer) {
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return Create(action, testDestroy, timer, "", false);
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}
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public static FunctionPeriodic Create(Action action, float timer) {
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return Create(action, null, timer, "", false, false, false);
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}
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public static FunctionPeriodic Create(Action action, float timer, string functionName) {
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return Create(action, null, timer, functionName, false, false, false);
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}
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public static FunctionPeriodic Create(Action callback, Func<bool> testDestroy, float timer, string functionName, bool stopAllWithSameName) {
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return Create(callback, testDestroy, timer, functionName, false, false, stopAllWithSameName);
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}
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public static FunctionPeriodic Create(Action action, Func<bool> testDestroy, float timer, string functionName, bool useUnscaledDeltaTime, bool triggerImmediately, bool stopAllWithSameName) {
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InitIfNeeded();
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if (stopAllWithSameName) {
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StopAllFunc(functionName);
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}
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GameObject gameObject = new GameObject("FunctionPeriodic Object " + functionName, typeof(MonoBehaviourHook));
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FunctionPeriodic functionPeriodic = new FunctionPeriodic(gameObject, action, timer, testDestroy, functionName, useUnscaledDeltaTime);
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gameObject.GetComponent<MonoBehaviourHook>().OnUpdate = functionPeriodic.Update;
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funcList.Add(functionPeriodic);
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if (triggerImmediately) action();
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return functionPeriodic;
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}
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public static void RemoveTimer(FunctionPeriodic funcTimer) {
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InitIfNeeded();
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funcList.Remove(funcTimer);
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}
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public static void StopTimer(string _name) {
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InitIfNeeded();
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for (int i = 0; i < funcList.Count; i++) {
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if (funcList[i].functionName == _name) {
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funcList[i].DestroySelf();
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return;
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}
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}
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}
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public static void StopAllFunc(string _name) {
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InitIfNeeded();
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for (int i = 0; i < funcList.Count; i++) {
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if (funcList[i].functionName == _name) {
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funcList[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 bool IsFuncActive(string name) {
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InitIfNeeded();
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for (int i = 0; i < funcList.Count; i++) {
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if (funcList[i].functionName == name) {
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return true;
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}
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}
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return false;
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}
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private GameObject gameObject;
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private float timer;
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private float baseTimer;
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private bool useUnscaledDeltaTime;
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private string functionName;
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public Action action;
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public Func<bool> testDestroy;
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private FunctionPeriodic(GameObject gameObject, Action action, float timer, Func<bool> testDestroy, 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.testDestroy = testDestroy;
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this.functionName = functionName;
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this.useUnscaledDeltaTime = useUnscaledDeltaTime;
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baseTimer = timer;
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}
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public void SkipTimerTo(float timer) {
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this.timer = timer;
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}
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public void SetBaseTimer(float baseTimer) {
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this.baseTimer = baseTimer;
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}
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public float GetBaseTimer() {
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return baseTimer;
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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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action();
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if (testDestroy != null && testDestroy()) {
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//Destroy
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DestroySelf();
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} else {
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//Repeat
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timer += baseTimer;
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}
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}
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}
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public 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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} |