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There's no magic way to do this in MonoGame that I know of. The basic idea is fairly simple though; create a variable to keep track of the delay and when it gets to zero fire your method. The simplest way to do this is to introduce a member variable in your Game class to keep track of the remaining delay and have it fire your method when the delay reaches ...


The scheduleTask function's source suggests that it expects the input in terms of seconds instead of milliseconds. public void scheduleTask (Task task, float delaySeconds, float intervalSeconds, int repeatCount) { if (task.repeatCount != CANCELLED) throw new IllegalArgumentException("The same task may not be scheduled twice."); ...

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