Always snap to grid
Difference between revisions of "Timing"
m |
m (→SetTimer) |
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native final function SetTimer( | native final function SetTimer( | ||
float inRate, | float inRate, | ||
− | optional bool inbLoop, // not optional in UT2004 | + | optional bool inbLoop=false, // not optional in UT2004 |
optional Name inTimerFunc='Timer', // doesn't exist in UT2004 | optional Name inTimerFunc='Timer', // doesn't exist in UT2004 | ||
optional Object inObj // doesn't exist in UT2004 | optional Object inObj // doesn't exist in UT2004 | ||
Line 19: | Line 19: | ||
<ul> | <ul> | ||
− | <li><code>inRate</code> - time interval, in gameplay seconds. If <code>inRate <= 0.0</code>, it'll reset the timer.</li> | + | <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>inbLoop<code> - if false, it'll fire only once. Default to false.</li> | ||
<li><code>inTimerFunc</code> - function name.</li> | <li><code>inTimerFunc</code> - function name.</li> |
Revision as of 08:43, 4 November 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=false, // 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 timers will be cleared.
ClearAllTimers
native final function ClearAllTimers( optional Object inObj );
Clears all timers for the given object.
inObj
- object whose timers will be cleared.
PauseTimer
native final function PauseTimer( bool bPause, optional Name inTimerFunc='Timer', optional Object inObj );
param
inTimerFunc
- function name.inObj
- object whose timer will be paused.
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 be 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 be 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
- object whose function will be called.
ModifyTimerTimeDilation
native final function ModifyTimerTimeDilation( const name TimerName, const float InTimerTimeDilation, optional Object inObj );
This will search the Timers on this actor and set the passed in TimerTimeDilation
inTimerFunc
- function name.InTimerTimeDilation
- new time dilation for this timer function.inObj
- object whose function will be called.
ResetTimerTimeDilation
native final function ResetTimerTimeDilation( const name TimerName, optional Object inObj );
This will search the Timers on this actor and reset the TimerTimeDilation to 1.0f
inTimerFunc
- function name.inObj
- object for accessing function name.
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.