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Question by Bloodmorph · Mar 01 at 09:51 AM · uitimer

UI won't update during (stalling the rest of the method) an Elapsed timed event.

So I was playing around with timing for my main project, and all my updates had been in the debug console. But I went over to a "playground project," doing some other testing. And I notice: This method will not allow me to update text inside the timed event. And it stalls the rest of the method. I want to avoid using Coroutines in my normal project because they are not good for my combat system I am working on.

However to simplify the help I will be using my playground project to shorten it:

     public void activate()
     {
         if (active == false)
         {
             Debug.Log("Start Timers");
             active = true;
             StartTick();
         }
     }
 
     private void GetSomeCash(object source, ElapsedEventArgs e)
     {
         Debug.Log("Get some Cash");
         gameController.money += 500;
 
         Debug.Log(gameController.money);
         gameController.UpdateMoney();
         Debug.Log("Update Money");
 
         active = false;
         Debug.Log("Set active to false");
 
         tickRate.Stop();
         Debug.Log("Finish GetSomeCash");
     }
 
     private void StartTick()
     {
         Debug.Log("Started Tick");
         tickRate = new Timer(defaultSeconds * 1000);
         tickRate.Elapsed += GetSomeCash;
         tickRate.AutoReset = false;
         tickRate.Enabled = true;
     }


Then the method UpdateMoney() inside the game controller is simple:

     public void UpdateMoney()
     {
         moneyText.text = money.ToString();
     }

Now I do know the actual update works outside of the timing.

It stalls when I call the update method, and I don't really know why. (Yes I am aware I can just do a Coroutine, but I'd like to not do that.)

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