class TimerSource
Derived classes
Part of Tools
All members, including inherited
Timer class. Use when you want call function after some time, or repeatedly in time intervals. Call is not executed after the Timer object is deleted.
usage:
class MyObject
{
ref Timer myTimer1;
ref Timer myTimer2;
ref Timer myTimer3;
void MyObject()
{
myTimer1 = new Timer();
myTimer1.Run(10, this, "Refresh"); // calls "Refresh" on "this" after 10 seconds
myTimer2 = new Timer();
myTimer2.Run(10, this, "Refresh", NULL, true); // calls "Refresh" on "this" every 10 seconds, until Pause or Stop is called
myTimer3 = new Timer();
myTimer3.Run(15, this, "Show", new Param1<bool>(false)); // calls "Show" on "this" with one bool argument after 15 seconds
}
void Refresh();
void Show(bool visible);
}
Constructors 1
void Timer(int category = CALL_CATEGORY_SYSTEM)References TimerBase.OnInit()
Referenced by ActionMenu.ActionMenu(), AreaDamageBase.AreaDamageBase(), BarbedWire.BarbedWire(), and 76 more
Members 3
protected Managed m_targetprotected string m_functionMethods 3
Starts timer.
duration- function is executed after this time (in seconds).
obj- target object on which function will be executed
fn_name- name of function (on object "obj") which will be executed
params- function arguments see Param for usage, default NULL (no arguments)
loop- when true, timer is looped endlessly and function is executed after every loop.
Referenced by ActionMenu.NextAction(), ActionMenu.NextActionCategory(), ActionMenu.PrevAction(), and 108 more
override protected void OnTimer()References ScriptModule.CallFunction(), ScriptModule.CallFunctionParams(), CGame.GameScript
Show 3 more
, m_function, m_params, and m_targetoverride void Stop()Referenced by ActionMenu.Hide(), AreaDamageBase.OnLeaveServer(), BarbedWire.OnWorkStop(), and 65 more