Run coroutine X amount of times in Y seconds?

I am trying to keep track of military time in my game by using a coroutine that would supposedly loop through 2400 times in the number of seconds it takes for a complete day cycle in my game. I’m using 30 seconds for testing purposes.

Here’s my code.

public float milTime;
public int dayLength = 30;

void Start () {
		StartCoroutine("ChangeTime");
	}

public IEnumerator ChangeTime() {
		for (int t = 1; t < 2400; t += 1)
		{
			milTime = t;
			yield return new WaitForSeconds(dayLength/2400f);
		}
	}

In theory, this could should work, right? I increment military time by 1, starting at 1, waiting 30/2400 seconds between each increment. The problem is, it doesn’t. The military time counter is considerably far behind by the time 30 seconds go by. By a couple hundred. I would guess that this would work if one day was 2400 seconds (2400/2400 = 1, increment by 1 every 1 second), but I’m not about to wait 2400 seconds to find out. Is this a problem with the way Unity handles such small numbers as 30/2400 as a wait time, or do I have a logic error somewhere? Thank you!

Waiting for .0125 seconds won’t really work, since the Unity update rate is tied to the framerate. It will wait for the nearest amount to .0125 that’s possible, but it will almost always be off by a relatively significant amount each yield, and that will become cumulatively worse over time. (Unless the framerate is insanely high.)

It would be better to have a timer that you set to 0 in Start, then add Time.deltaTime * someFactor every frame.

Use a custom property to convert the game time into your time.

public float milTime {
    get {
        return (Time.time/30);
    }
}

Sorry if the question was hard to understand or I didn’t fully comprehend some of the suggestions I got, but here’s the solution I found to my problem. This will get my value from 0 to 2400 in the time specified without much margin of error.

public float milTime;
public int dayLength = 30;

void Start () 
{
    StartCoroutine(SetTime (0, 2400, dayLength));
}

private IEnumerator SetTime(float startValue, float endValue, float moveTime)
{
    float curTime = 0f;
    while (curTime < moveTime)
    {
        milTime = Mathf.Lerp(startValue, endValue, curTime / moveTime);
        curTime += Time.smoothDeltaTime;
        yield return null;
    }
}