Class LogicTimer
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
logic_timer. Fires OnTimer on a repeating interval, either fixed or drawn from a range.
public sealed class LogicTimer : BaseEntityInheritance
object ← BaseEntity ← LogicTimer
Inherited Members
BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.LayerName, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.ParentTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.InPlayableWorld, BaseEntity.IsCollidable, BaseEntity.TouchingEntities, BaseEntity.HasSpawnFlags<TSpawnFlags>(TSpawnFlags), BaseEntity.Spawn(), BaseEntity.Activate(), BaseEntity.Think(), BaseEntity.RoundStart(), BaseEntity.MoveDone(), BaseEntity.TryGetTouchBounds(out Vector3, out Vector3), BaseEntity.ObjectCaps, BaseEntity.Use(BaseEntity?), BaseEntity.Teleport(Vector3, Vector3?), BaseEntity.AcceptInput(string, EntityInputData), BaseEntity.SetNextThink(float), BaseEntity.SetMoveDoneTime(float), BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.AngleMod(float)
Constructors
LogicTimer(EntitySystem, EntitySpawnInfo)
Initializes a logic_timer from its keyvalues.
public LogicTimer(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Properties
IsEnabled
Gets whether the timer is running.
public bool IsEnabled { get; }Property Value
RefireTime
Gets the interval between firings in seconds, when the timer is not randomised.
public float RefireTime { get; }Property Value
Methods
Activate()
Called once every entity in the map has spawned, for anything that needs to resolve other entities by name. Source's Activate.
public override void Activate()Spawn()
Sets up the entity: loads its model, reads class-specific keyvalues, and schedules its first think. Called by right after construction, before the entity enters the world.
public override void Spawn()Think()
Fires the timer and schedules the next one.
public override void Think()
