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Repeated DelayedCallbackEvent

  • Hi Robert,

    Your script is really close to working, the only problem is that when the script disables its SceneObject the first time, the delayed event stops running (since the SceneObject isn't enabled). That's why the event doesn't fire again to reenable the object.

    You can fix this by moving the delayed event to a separate SceneObject from the one getting disabled. Here are two ways to do this:

    Option 1:  Move your Script to a different object

    For this method you'll have to move your script to a different object, then hook up your original object to the "targetObject" input in the script. This works because the object holding the script never gets disabled, so the delayed event never gets interrupted.

    //@input float delayTime = 1.0
    //@input SceneObject targetObject

    var parentObject = script.getSceneObject()

    script.targetObject.enabled = true;

    function onDelay( eventData )
    {
    // Enable or disable the target object instead of the one running this script
    script.targetObject.enabled=!script.targetObject.enabled;
    delayedEvent.reset(script.delayTime);
    }

    var delayedEvent = script.createEvent("DelayedCallbackEvent");
    delayedEvent.bind( onDelay );
    delayedEvent.reset(script.delayTime);
    print("bound")

     

    Option 2:  Create a new object at runtime to execute your event

    This method works by dynamically creating a new SceneObject, adding a new ScriptComponent to it, and binding your DelayedCallbackEvent to it instead of the current script. This works because the DelayedCallbackEvent runs on its own SceneObject and won't be interrupted by this SceneObject being disabled.

    //@input float delayTime = 1.0
    var parentObject = script.getSceneObject()
    function onDelay( eventData )
    {
    parentObject.enabled=!parentObject.enabled;
    delayedEvent.reset(script.delayTime);
    }

    // Create a new, separate object and add a new ScriptComponent
    var delayObject = global.scene.createSceneObject("scriptRunner");
    var delayScript = delayObject.createComponent("Component.ScriptComponent");

    // Add our event to the new ScriptComponent, which won't be disabled
    var delayedEvent = delayScript.createEvent("DelayedCallbackEvent");
    delayedEvent.bind( onDelay );
    delayedEvent.reset(script.delayTime);
    print("bound")

    Let me know if you have any more questions!

    Comment actions Permalink
  • Worked like a charm.  Option 2 is a bit more complex but I like it better.  Thank you.

    Comment actions Permalink

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