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Question by KukiKrunch · Jan 24, 2012 at 09:37 AM · beginnertimerdelaynew

Basic toggle timer Help!

Ok.. So i want the variable "myVariable" to randomize a number from 1, through 3 so that the possible numbers are 1, 2, and 3. BUT i wanna to generate a random number EVERY SECOND... so whats the SIMPLEST way to do t$$anonymous$$s???

    thanks, Gabriel
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Answer by syclamoth · Jan 24, 2012 at 09:46 AM

The simplest way to do t$$anonymous$$s is with InvokeRepeating and a memeber variable integer 'number'. In JS it goes like t$$anonymous$$s-

 var currentValue : int = -1;
 var minValue : int = 1;
 var maxValue : int = 3;
 var randomisationInterval : float = 1;

 function Start()
 {
     InvokeRepeating("Randomise", 0, randomisationInterval);
 }

 function Randomise()
 {
     currentValue = Random.Range(minValue, maxValue + 1);
 }

Then, you just access 'currentValue'.

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BiG
gamberetto
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Answer by BiG · Jan 24, 2012 at 09:42 AM

 var lock = false;
 var myVariable = 1;
 
 function Update(){
    if !(lock)
       RandomizeIt();
 }
     
 function RandomizeIt(){
    lock = true;
    yield WaitForSeconds(1);
    myVariable = Random.Range(1,4);
    lock = false;
 }
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avatar image syclamoth · Jan 24, 2012 at 09:47 AM 1
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Surely it'd be simpler just to use

 while(true)
 {
     yield WaitForSeconds(1);
     myVariable = Random.Range(1,4);
 }

and then activate the coroutine in Start()?

That way you don't need the 'lock' member variable.

avatar image BiG · Jan 24, 2012 at 09:53 AM 0
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Yes, for sure. I've a (bad) aptitude to focus myself on the Update() function, for the biggest part of the logic :)

avatar image syclamoth · Jan 24, 2012 at 09:56 AM 1
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I've recently started experimenting with using Coroutines as an alternative to the Update loop. It's kind of convenient being able to arbitrarily suspend execution without freezing the game! Of course, it still doesn't work for everything.

avatar image BiG · Jan 24, 2012 at 09:59 AM 0
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Absolutely agree! Thanks for the tip.

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