I have a seperate script of time which I use to show time in my scene. It contains hour and minute and seconds variable.I want to do some specified work e.g., code execution on specified time and currently i am doing something like this. in Update. I am running a function which check continously check time variable in order to run an animation.
void Update()
{
checkTrainArriveTime();
}
void checkTrainArriveTime()
{
if (timeManager.GetComponent<Scale2>().hour == trainArriveTimeHour && timeManager.GetComponent<Scale2>().min == trainArriveTimeMin
&& isTrainArriveConditionExecute)
{
isTrainArriveConditionExecute = false;
PlayAnimationClip("Start");
}
else if (timeManager.GetComponent<Scale2>().min != trainArriveTimeMin)
{
isTrainArriveConditionExecute = true;
}
}
As Time will match this function will play the animation. Now I have 50 script attached to 50 different game Object. It is working fine but It definitely not the right way to use Update Event. In my code, It is necessary to check time on every frame and extra load on update. Is there any efficient way to do this Job?.