// 2014 - Pixelnest Studio
using System;
using System.Collections;
using UnityEngine;
using UniRx;
namespace KairoEngine.Core
{
/// Ready to use timers for coroutines
public class Timer
{
/// Simple timer, no reference, wait and then execute something
///
///
///
public static IEnumerator Start(float duration, Action callback)
{
return Start(duration, false, callback);
}
/// Simple timer, no reference, wait and then execute something
///
///
///
///
public static IEnumerator Start(float duration, bool repeat, Action callback)
{
do
{
yield return new WaitForSeconds(duration);
if (callback != null)
callback();
} while (repeat);
}
public static IEnumerator StartRealtime(float time, System.Action callback)
{
float start = Time.realtimeSinceStartup;
while (Time.realtimeSinceStartup < start + time)
{
yield return null;
}
if (callback != null) callback();
}
public static IEnumerator NextFrame(Action callback)
{
yield return new WaitForEndOfFrame();
if (callback != null)
callback();
}
public static CompositeDisposable Execute(float time, Action action)
{
var timer = Observable.Timer(TimeSpan.FromMilliseconds(time));
CompositeDisposable cancel = new CompositeDisposable();
timer.Subscribe(xs => {
action();
cancel.Dispose();
}).AddTo(cancel);
return cancel;
}
}
}