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Question by irrumater · May 04, 2013 at 04:42 PM · c#updatestartinvokerepeating

How do I replace Invoke Repeating to allow a repeat rate change

I am making a matching game like simon. I currently have everything working, and I am using Invoke Repeating in the start method to call my display method to change the click objects

 void Start () 
 {
 ResetGame();
 InvokeRepeating("Display", 2, repeatInterval); 
 }


ResetGame setting the game state to the beginning

then Update simply calls a method to make the first light, and change the state to diplay that the repeating Display function is looking for.

 void Update () 
     {    
     if (currentState == Ready)
         {
             Add();
         }
         
     }

Now what I would like to do is be able to change the repeat interval variable when certain conditions are met, but when I change this variable with code there is no increase in speed, I assume do to everything being setup at Start and never called again.

I have tried moving the call to update but it gets called so often the game becomes unplayable fast.

How/Where would I make my display(0 function call to get it to repeat in the same manner as Invoke repeating , but allow the repeatrate (repeatInterval) to be changed when conditions are met?

Thanks for your help in advance

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Answer by Loius · May 04, 2013 at 05:50 PM

This is just off the top of my head so there might be silly things I missed.

Essentially you've got to ask constantly 'is this function ready to run? if it is, run it and reset its timer' and you also need a way to change its timer:

 using System.Collections.Generic;
 
 class MyRepeater {
   public delegate void RepeaterFunction();
   public RepeaterFunction function;
   public float timer;
   public float repeatTime;
 
   public MyRepeater(RepeaterFunction f, float time) {
     if ( null == repeaters ) repeaters = new ...;
     repeaters.Add(f, this); // haha
     repeatTime = time;
   }
 
   public static Dictionary<RepeaterFunction,MyRepeater> repeaters;
 }
 
 void Start() {
   MyRepeater repeater = new MyRepeater(TheFunction, 1.0f);
 }
 
 void TheFunction() {
   Debug.Log("Called function");
 }
 
 void Update() {
   foreach(MyRepeater mr in MyRepeater.repeaters.Values) {
     mr.timer-= Time.deltaTime;
     if ( mr.timer <= 0 ) {
       mr.function();
       mr.timer = mr.repeatTime;
     }
   }
 }
 
 void ChangeTime(MyRepeater.RepeaterFunction function, float newTime) {
   MyRepeater.repeaters[function].repeatTime = newTime;
 }
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avatar image irrumater · May 07, 2013 at 02:02 AM 0
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Thanks thats the direction I needed

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