CapersProject/Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/UI/Unity UI/Dialogue/UnityUITimer.cs

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// Copyright (c) Pixel Crushers. All rights reserved.
using UnityEngine;
using System.Collections;
namespace PixelCrushers.DialogueSystem
{
/// <summary>
/// Basic slider-based timer for response menus.
/// </summary>
[AddComponentMenu("")] // Use wrapper.
public class UnityUITimer : MonoBehaviour
{
private UnityEngine.UI.Slider slider = null;
private float startTime; // When the timer started.
public virtual void Awake()
{
slider = GetComponent<UnityEngine.UI.Slider>();
Tools.DeprecationWarning(this);
}
/// <summary>
/// Called by the response menu. Starts the timer. Each tick, the UpdateTimeLeft
/// method is called.
/// </summary>
/// <param name="duration">Duration in seconds.</param>
/// <param name="timeoutHandler">Handler to invoke if the timer reaches zero.</param>
public virtual void StartCountdown(float duration, System.Action timeoutHandler)
{
StartCoroutine(Countdown(duration, timeoutHandler));
}
private IEnumerator Countdown(float duration, System.Action timeoutHandler)
{
startTime = DialogueTime.time;
float endTime = startTime + duration;
while (DialogueTime.time < endTime)
{
float elapsed = DialogueTime.time - startTime;
UpdateTimeLeft(Mathf.Clamp(1 - (elapsed / duration), 0, 1));
yield return null;
}
if (timeoutHandler != null) timeoutHandler();
}
/// <summary>
/// Adjusts the amount of time left.
/// </summary>
/// <param name="amountToSkip">Seconds to fast-forward the timer (or rewind the timer if negative).</param>
public void SkipTime(float amountToSkip)
{
startTime -= amountToSkip;
}
/// <summary>
/// Called each tick to update the timer display. The default method updates a UI slider.
/// </summary>
/// <param name="normalizedTimeLeft">1 at the start, 0 when the timer times out.</param>
public virtual void UpdateTimeLeft(float normalizedTimeLeft)
{
if (slider == null) return;
slider.value = normalizedTimeLeft;
}
public virtual void OnDisable()
{
StopAllCoroutines();
}
}
}