// Copyright (c) Pixel Crushers. All rights reserved.
using UnityEngine;
using System.Collections;
namespace PixelCrushers.DialogueSystem
{
///
/// Basic slider-based timer for response menus.
///
[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();
Tools.DeprecationWarning(this);
}
///
/// Called by the response menu. Starts the timer. Each tick, the UpdateTimeLeft
/// method is called.
///
/// Duration in seconds.
/// Handler to invoke if the timer reaches zero.
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();
}
///
/// Adjusts the amount of time left.
///
/// Seconds to fast-forward the timer (or rewind the timer if negative).
public void SkipTime(float amountToSkip)
{
startTime -= amountToSkip;
}
///
/// Called each tick to update the timer display. The default method updates a UI slider.
///
/// 1 at the start, 0 when the timer times out.
public virtual void UpdateTimeLeft(float normalizedTimeLeft)
{
if (slider == null) return;
slider.value = normalizedTimeLeft;
}
public virtual void OnDisable()
{
StopAllCoroutines();
}
}
}