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Question by user-7131 (google) · Dec 06, 2010 at 12:30 AM · timetimer

creating a timed function

I'm trying to create a function that will run for a certain amount of time then stop or return on the enter of a trigger. I can't seem to figure out how I'd structure that function to just return how long its been since the trigger was hit. I want to run this function for a set amount of time then make it stop in the most efficient way possible. Any ideas?

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Answer by Eric5h5 · Dec 06, 2010 at 01:34 AM

Have OnTriggerEnter be a coroutine:

var timeToRun = 5.0;

function OnTriggerEnter () { var timer = 0.0; while (timer < timeToRun) { // do stuff timer += Time.deltaTime; yield; } }

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avatar image user-7131 (google) · Dec 06, 2010 at 03:59 AM 0
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Thanks a bunch this is what I was trying to do.

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Answer by oliver-jones · Dec 06, 2010 at 12:39 AM

This should do the trick:

var timer = 10;

function Update(){ Invoke("TimedFunction", timer); }

function TimedFunction(){ Destroy(gameObject); //---edit---\\ return; }

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avatar image Eric5h5 · Dec 06, 2010 at 01:35 AM 0
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Putting Invoke in Update will cause a new instance of TimedFunction to be created every frame.

avatar image oliver-jones · Dec 06, 2010 at 01:10 PM 0
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Right you are - you could place a if(timerBool = true) statement before the Invoke

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Answer by pyro · Dec 06, 2010 at 12:43 AM

//run for the first 5 seconds function Update() { if (Time.time < 5) { //do code } }

///////////2nd method: run until trigger has been hit var triggerHit : boolean = false;

function OnTriggerEnter() { triggerHit = true; }

function Update() { if (triggerHit) return;

//do code }

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