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:
|
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 |