Reputation: 5
I dont know how to make a command run then the timer stops here is the code :
using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
using System.Threading;
using System;
public class introtogamescript : MonoBehaviour
{
public class Example
{
public static void Main()
{
// Create an instance of the Example class, and start two
// timers.
Example ex = new Example();
ex.StartTimer(7000);
}
public void StartTimer(int dueTime)
{
Timer t = new Timer(new TimerCallback(TimerProc));
t.Change(dueTime, 0);
}
private void TimerProc(object state)
{
// The state object is the Timer object.
Timer t = (Timer)state;
t.Dispose();
SceneManager.LoadScene(2);
}
}
}
Thanks for the help.
Upvotes: 0
Views: 966
Reputation: 856
You can also use Invoke(string methodName, float callDelay)
Example:
void SomeMethod()
{
Invoke("OtherMethod",3.5f);
}
//It should be called 3.5 seconds after SomeMethod
void OtherMethod()
{
print(something);
}
And you can not invoke any parameter
Upvotes: 0
Reputation: 10740
You can use coroutines
like this:
public void WaitAndExecute(float timer, Action callBack = null)
{
StartCoroutine(WaitAndExecute_CR(timer,callBack));
}
IEnumerator WaitAndExecute_CR(float timer, Action callBack = null)
{
yield return new WaitForSeconds(timer);
if (callBack != null)
{
callBack();
}
}
void Start()
{
WaitAndExecute(5,() => {Debug.Log("This will be printed after 5 seconds");});
WaitAndExecute(10,JustAnotherMethod);
}
void JustAnotherMethod()
{
Debug.Log("This is another way to use callback methods");
}
Upvotes: 1
Reputation: 135
When you start the timer use lambdas or anonymous delegate - this way you will have the timer as closure.
Upvotes: 0