Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
Difference between revisions of "Timing"
m (→GetTimerRate) |
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optional Object inObj | optional Object inObj | ||
); | ); | ||
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</uscript> | </uscript> | ||
Gets the current rate for the specified timer. | Gets the current rate for the specified timer. | ||
<code>GetTimerRate('SomeTimer') - GetTimerCount('SomeTimer')</code> is the time remaining before 'SomeTimer' is called. | <code>GetTimerRate('SomeTimer') - GetTimerCount('SomeTimer')</code> is the time remaining before 'SomeTimer' is called. | ||
In other words, "count" starts at 0, increases, and when it reaches "rate", timer is fired. | In other words, "count" starts at 0, increases, and when it reaches "rate", timer is fired. | ||
+ | * | ||
+ | <code>inTimerFunc</code> - function name. | ||
+ | * <code>inObj</code> - unknown. | ||
== How to make seconds real == | == How to make seconds real == |
Revision as of 09:51, 31 August 2011
This article is a stub. You can help Unreal Wiki by expanding it. |
Timing is a family of functions using which you can schedule other functions to be called asynchronously at a interval. Only SetTimer
exists in UT2004. Like in JavaScript, despite asynchronous nature of SetTimer, UnrealScript is still single-threaded. It means that you don't have to worry about thread-safety. Race conditions are still possible though.
Contents
Functions
SetTimer
native final function SetTimer( float inRate, optional bool inbLoop, // not optional in UT2004 optional Name inTimerFunc='Timer', // doesn't exist in UT2004 optional Object inObj // doesn't exist in UT2004 );
Sets a timer to call the given function at a set interval. Defaults to calling the 'Timer' event if no function is specified. If inRate is set to 0.f it will effectively disable the previous timer.
inRate
- time interval, in gameplay seconds. IfinRate <= 0.0
, it'll reset the timer.inbLoop
- if false, it'll fire only once. Default to false.inTimerFunc
- function name.inObj
- unknown.
ClearTimer
native final function ClearTimer( optional Name inTimerFunc='Timer', optional Object inObj );
Clears a previously set timer.
inTimerFunc
- function name.inObj
- unknown.
IsTimerActive
native final function bool IsTimerActive( optional Name inTimerFunc='Timer', optional Object inObj );
Checks is specified timer is active.
inTimerFunc
- function name.inObj
- unknown.
GetTimerCount
native final function float GetTimerCount( optional Name inTimerFunc='Timer', optional Object inObj );
Gets the current count for the specified timer, defaults to 'Timer' if no function is specified. Returns -1.f if the timer is not currently active. See GetTimerRate
below for explanation.
inTimerFunc
- function name.inObj
- unknown.
GetTimerRate
native final function float GetTimerRate( optional name TimerFuncName = 'Timer', optional Object inObj );
Gets the current rate for the specified timer. GetTimerRate('SomeTimer') - GetTimerCount('SomeTimer')
is the time remaining before 'SomeTimer' is called. In other words, "count" starts at 0, increases, and when it reaches "rate", timer is fired.
inTimerFunc
- function name.
inObj
- unknown.
How to make seconds real
Multiply rate by WorldInfo.TimeDilation
. Of course, this method isn't absolutely reliable, as TimeDilation may change before timer fires.