I don't need to test my programs. I have an error-correcting modem.
Difference between revisions of "Timing"
m (→GetTimerRate: damn) |
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);</uscript> | );</uscript> | ||
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. | 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. | ||
− | + | ||
− | + | <ul> | |
− | + | <li><code>inRate</code> - time interval, in gameplay seconds. If <code>inRate <= 0.0</code>, it'll reset the timer.</li> | |
− | + | <li><code>inbLoop<code> - if false, it'll fire only once. Default to false.</li> | |
+ | <li><code>inTimerFunc</code> - function name.</li> | ||
+ | <li><code>inObj</code> - object whose function will called. Defaults to <code>self</code>. Note that timer is still registered on <code>self</code> object, not on <code>inObj</code>. Which means, for instance, it's pointless to write something like | ||
+ | <uscript>SetTimer(1.0,,, OtherObj); | ||
+ | Destroy();</uscript> | ||
+ | because timer will be destroyed.</li> | ||
+ | </ul> | ||
=== ClearTimer === | === ClearTimer === | ||
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Clears a previously set timer. | Clears a previously set timer. | ||
* <code>inTimerFunc</code> - function name. | * <code>inTimerFunc</code> - function name. | ||
− | * <code>inObj</code> - | + | * <code>inObj</code> - object whose function will called.. |
=== IsTimerActive === | === IsTimerActive === | ||
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Checks is specified timer is active. | Checks is specified timer is active. | ||
* <code>inTimerFunc</code> - function name. | * <code>inTimerFunc</code> - function name. | ||
− | * <code>inObj</code> - | + | * <code>inObj</code> - object whose function will called.. |
=== GetTimerCount === | === GetTimerCount === | ||
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Returns -1.f if the timer is not currently active. See <code>GetTimerRate</code> below for explanation. | Returns -1.f if the timer is not currently active. See <code>GetTimerRate</code> below for explanation. | ||
* <code>inTimerFunc</code> - function name. | * <code>inTimerFunc</code> - function name. | ||
− | * <code>inObj</code> - | + | * <code>inObj</code> - object whose function will called.. |
=== GetTimerRate === | === GetTimerRate === |
Revision as of 12:47, 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
- object whose function will called. Defaults toself
. Note that timer is still registered onself
object, not oninObj
. Which means, for instance, it's pointless to write something likeSetTimer(1.0,,, OtherObj); Destroy();
ClearTimer
native final function ClearTimer( optional Name inTimerFunc='Timer', optional Object inObj );
Clears a previously set timer.
inTimerFunc
- function name.inObj
- object whose function will called..
IsTimerActive
native final function bool IsTimerActive( optional Name inTimerFunc='Timer', optional Object inObj );
Checks is specified timer is active.
inTimerFunc
- function name.inObj
- object whose function will called..
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
- object whose function will called..
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.