UnityUtilities
UnityUtilities.CountdownPropertyLoop Class Reference

A version of Countdown that can be set in the Editor. Refreshes the total time on each loop to allow for live editing. Loops. More...

Inheritance diagram for UnityUtilities.CountdownPropertyLoop:
UnityUtilities.CountdownProperty UnityUtilities.Countdown

Public Member Functions

 CountdownPropertyLoop ()
 Empty constructor for the editor. More...
 
- Public Member Functions inherited from UnityUtilities.CountdownProperty
 CountdownProperty (bool loop)
 Empty constructor for the editor. More...
 
void OnBeforeSerialize ()
 Called before the serialization (reading the editor value) of the "time" property happens. It's empty and just here because ISerializationCallbackReceiver needs it. More...
 
void OnAfterDeserialize ()
 Called after the serialization (reading the editor value) of the "time" property happens. If the timer is not initialized yet, it will be here. More...
 
- Public Member Functions inherited from UnityUtilities.Countdown
 Countdown (bool loop)
 Creates a new countdown with no TotalTime duration set yet.

Parameters
loopShould the countdown loop automatically?
More...
 
 Countdown (bool loop, float startDuration)
 Creates a new countdown, starting at startDuration. More...
 
 Countdown (bool loop, Func< float > calculateDurationDelegate, float? startDuration=null)
 Creates a new countdown with a delegate specifying how long it should take. More...
 
bool Progress (float? deltaTime=null)
 Progresses the countdown by deltaTime (or Time.deltaTime). Returns true if the countdown it reached zero this frame. If the countdown is already at zero when this is called and Loop is true, it is restarted automatically. More...
 
void Reset ()
 Resets the countdown to TotalTime. If a CalculateDurationDelegate is supplied, a new TotalTime is picked first. More...
 
void Reset (float timeLeft)
 Sets the Duration and the TimeLeft. More...
 
void Refill ()
 Loops the countdown by adding TotalTime to TimeLeft. This should only be called when TimeLeft is already zero or less. If a CalculateDurationDelegate is supplied, a new TotalTime is picked first. More...
 
void Refill (float newTotalTimeLeft)
 Loops the countdown by settings TotalTime to newTotalTimeLeft and then adds it to TimeLeft. More...
 

Additional Inherited Members

- Properties inherited from UnityUtilities.Countdown
float TimeLeft [get, set]
 The time left at the current countdown. More...
 
float Duration [get]
 The initial duration set. More...
 
Func< float > CalculateDurationDelegate [get, set]
 A delegate for automatically providing a new duration when the time left runs out. More...
 
bool Loop [get, set]
 Should the countdown automatically loop when it reaches zero? More...
 
bool ReachedZero [get]
 Returns true when the countdown reached zero (or less). More...
 
bool IsRunning [get]
 Returns true if the countdown is currently over zero. More...
 
float TimePassed [get]
 Returns the time passed for this countdown: (TotalTime-TimeLeft). More...
 
float PercentElapsed [get]
 Returns 0 when the countdown is just starting and 1 when it is elapsed. If TotalTime is 0, this returns 1. More...
 
float PercentLeft [get]
 Returns 1 when the countdown is just starting and 0 when it is elapsed. If TotalTime is 0, this returns 0. More...
 

Detailed Description

A version of Countdown that can be set in the Editor. Refreshes the total time on each loop to allow for live editing. Loops.

Constructor & Destructor Documentation

§ CountdownPropertyLoop()

UnityUtilities.CountdownPropertyLoop.CountdownPropertyLoop ( )

Empty constructor for the editor.


The documentation for this class was generated from the following file: