83 lines
2.5 KiB (Stored with Git LFS)
C#
83 lines
2.5 KiB (Stored with Git LFS)
C#
// Copyright (c) Pixel Crushers. All rights reserved.
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using UnityEngine;
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namespace PixelCrushers.DialogueSystem
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{
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/// <summary>
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/// Basic slider-based timer for response menus.
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/// </summary>
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[AddComponentMenu("")] // Use wrapper.
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public class StandardUITimer : MonoBehaviour
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{
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private UnityEngine.UI.Slider slider = null;
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private bool m_isCountingDown = false;
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private float m_startTime; // When the timer started.
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private float m_duration;
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private System.Action m_timeoutHandler;
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public virtual void Awake()
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{
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slider = GetComponent<UnityEngine.UI.Slider>();
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}
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/// <summary>
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/// Called by the response menu. Starts the timer. Each tick, the UpdateTimeLeft
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/// method is called.
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/// </summary>
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/// <param name="duration">Duration in seconds.</param>
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/// <param name="timeoutHandler">Handler to invoke if the timer reaches zero.</param>
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public virtual void StartCountdown(float duration, System.Action timeoutHandler)
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{
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m_isCountingDown = true;
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m_startTime = DialogueTime.time;
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m_duration = duration;
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m_timeoutHandler = timeoutHandler;
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}
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protected virtual void Update()
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{
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if (m_isCountingDown)
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{
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float elapsed = DialogueTime.time - m_startTime;
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UpdateTimeLeft(Mathf.Clamp01(1 - (elapsed / m_duration)));
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if (elapsed >= m_duration)
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{
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m_isCountingDown = false;
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if (m_timeoutHandler != null) m_timeoutHandler();
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}
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}
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}
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public virtual void StopCountdown()
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{
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m_isCountingDown = false;
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m_timeoutHandler = null;
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}
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/// <summary>
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/// Adjusts the amount of time left.
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/// </summary>
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/// <param name="amountToSkip">Seconds to fast-forward the timer (or rewind the timer if negative).</param>
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public void SkipTime(float amountToSkip)
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{
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m_startTime -= amountToSkip;
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}
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/// <summary>
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/// Called each tick to update the timer display. The default method updates a UI slider.
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/// </summary>
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/// <param name="normalizedTimeLeft">1 at the start, 0 when the timer times out.</param>
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public virtual void UpdateTimeLeft(float normalizedTimeLeft)
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{
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if (slider == null) return;
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slider.value = normalizedTimeLeft;
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}
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}
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}
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