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Question by rodpadev · Oct 15, 2020 at 07:19 PM · timerdestroy object

My Timer instance is not destroying itself and isn't even counting properly.

I'm making a timer for my spawner because I don't want to use coroutines and I thought I had it all figured out but it isn't really working, the timer and I think it isn't destroying itself either. I'm either very close or so far away from achieving this.


Here is my MonoTimer.cs, basically using Time.deltaTimer to count

 namespace TimerLib
 {
     public class MonoTimer : MonoBehaviour
     {
         Action action = null;
         float duration = 1f;
 
         public void _InvokeActionRepeating(float duration, Action action) {
             this.duration = duration;
             this.action = action;
         }
 
         void Update() {
             if (action != null) {
                 duration -= Time.deltaTime;
                 if (duration <= 0f) {
                     action();
                     Destroy(gameObject);
                 }
             }
 
         }
     }
 }

Here is my Timer class, that instantiates the MonoTimer and starts the whole process

 using System;
 using UnityEngine;
 
 namespace TimerLib
 {
     public class Timer
     {
         public static void CreateWithAction(float duration, Action action) {
 
             GameObject gameObjectInstance = new GameObject("Timer", typeof(MonoTimer));
             MonoTimer monoTimerInstance = gameObjectInstance.GetComponent<MonoTimer>();
 
             monoTimerInstance._InvokeActionRepeating(duration, action);
 
         }
     }
 }


And here's me calling creating a new instance of CreateTimer and starting the whole thing;

             private void Update() {
                 TimerLib.Timer.CreateWithAction(1f, InstantiatePrefab);
             }
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