Timer LPK_Timer.cs

Ticks up or down with the given restraints, with the capability of sending events and displaying the value. Begins ticking when the object it's on gets created.

Suggested use:

Count up or down to control the timing of when events get sent out. Use a Text Display, Bar Display, Radial Display, or an Object Display component to easily display the value of the timer.

Examples found in: Project 4

Components
Property Type Description Default Value
Component Properties
Timer Policy LPK Timer Policy How to behave when the timer reaches MaxTime. STOP
Timer Type LPK Count Type Determine if the timer should count up or down. COUNTUP
Duration Float Maximum time (in seconds) should the timer track. Will send a LPK_TimerCompleted event when done. 2
Variance Float Allows a randomized variance to be applied to the Duration for each cycle of the timer. 0
Start Delay Float How long to wait until the timer starts counting (in seconds). 0
Timer Completed Event Sending Info
Event LPK Event Object Event to dispatch when conditions are met:
  • When the timer is complete.
None
Event Sending Mode LPK Event Sending Mode Who receives the event sent info when input is given from the input device. OWNER = only send to components on the same game object. ALL = send to all game objects. TAGS = send to specified tags. TAGS
Event Sending Mode - TAGS
Tags Array of Tags Which tags will receive this event. 0
Debug Properties
Print Debug Info Boolean Toggle console debug messages. False
Label String Notes for the user about this component. This does nothing to the game or build. None