Open atkdefender opened 2 years ago
Ahoy, Could you post me a code example so I can replicate this? I'm not here I get it 👀
Ahoy, Could you post me a code example so I can replicate this? I'm not here I get it 👀
public class TryShortLongTimer : MonoBehaviour
{
Sequence seqShort, seqLong;
// Start is called before the first frame update
void Start()
{
TimerShort();
TimerLong();
}
void TimerShort()
{
Debug.Log(Time.time.ToString("F3") + " Short.");
seqShort = DOTween.Sequence();
seqShort.InsertCallback(1f, () =>
{
TimerShort();
});
}
void TimerLong()
{
Debug.Log(Time.time.ToString("F3") + " Looooooooooooong.");
seqLong = DOTween.Sequence();
seqLong.InsertCallback(6f, () =>
{
TimerLong();
});
}
}
Sorry for answering later. Codes above. In a clean empty project, every 10s get later about 0.016s. When it's using in my project, every 10s get later about 0.2s. That's a lot. (In my game, one timer is end, then find another skill, set different timer. Can't simply use "SetLoop(N)".)
Short timer is 1 Callback/1 second, Callback trigger another short timer. Long timer is 1 Callback/3 second, Callback trigger another long timer. Then the short timer is getting later and later. What should I do to align them?