IndieGame/client/Packages/UnityTimer-1.1.0/Source/Timer.cs

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2024-10-11 10:12:15 +08:00
/*
* Unity Timer
*
* Version: 1.0
* By: Alexander Biggs + Adam Robinson-Yu
*/
using UnityEngine;
using System;
using System.Linq;
using System.Collections.Generic;
using JetBrains.Annotations;
using Object = UnityEngine.Object;
/// <summary>
/// Allows you to run events on a delay without the use of <see cref="Coroutine"/>s
/// or <see cref="MonoBehaviour"/>s.
///
/// To create and start a Timer, use the <see cref="Register"/> method.
/// </summary>
namespace UnityTimer
{
public class Timer
{
#region Public Properties/Fields
/// <summary>
/// How long the timer takes to complete from start to finish.
/// </summary>
public float duration { get; private set; }
/// <summary>
/// Whether the timer will run again after completion.
/// </summary>
public bool isLooped { get; set; }
/// <summary>
/// Whether or not the timer completed running. This is false if the timer was cancelled.
/// </summary>
public bool isCompleted { get; private set; }
/// <summary>
/// Whether the timer uses real-time or game-time. Real time is unaffected by changes to the timescale
/// of the game(e.g. pausing, slow-mo), while game time is affected.
/// </summary>
public bool usesRealTime { get; private set; }
/// <summary>
/// Whether the timer is currently paused.
/// </summary>
public bool isPaused
{
get { return this._timeElapsedBeforePause.HasValue; }
}
/// <summary>
/// Whether or not the timer was cancelled.
/// </summary>
public bool isCancelled
{
get { return this._timeElapsedBeforeCancel.HasValue; }
}
/// <summary>
/// Get whether or not the timer has finished running for any reason.
/// </summary>
public bool isDone
{
get { return this.isCompleted || this.isCancelled || this.isOwnerDestroyed; }
}
#endregion
#region Public Static Methods
/// <summary>
/// Register a new timer that should fire an event after a certain amount of time
/// has elapsed.
///
/// Registered timers are destroyed when the scene changes.
/// </summary>
/// <param name="duration">The time to wait before the timer should fire, in seconds.</param>
/// <param name="onComplete">An action to fire when the timer completes.</param>
/// <param name="onUpdate">An action that should fire each time the timer is updated. Takes the amount
/// of time passed in seconds since the start of the timer's current loop.</param>
/// <param name="isLooped">Whether the timer should repeat after executing.</param>
/// <param name="useRealTime">Whether the timer uses real-time(i.e. not affected by pauses,
/// slow/fast motion) or game-time(will be affected by pauses and slow/fast-motion).</param>
/// <param name="autoDestroyOwner">An object to attach this timer to. After the object is destroyed,
/// the timer will expire and not execute. This allows you to avoid annoying <see cref="NullReferenceException"/>s
/// by preventing the timer from running and accessessing its parents' components
/// after the parent has been destroyed.</param>
/// <returns>A timer object that allows you to examine stats and stop/resume progress.</returns>
public static Timer Register(float duration, Action onComplete, Action<float> onUpdate = null,
bool isLooped = false, bool useRealTime = false, MonoBehaviour autoDestroyOwner = null)
{
// create a manager object to update all the timers if one does not already exist.
if (Timer._manager == null)
{
TimerManager managerInScene = Object.FindObjectOfType<TimerManager>();
if (managerInScene != null)
{
Timer._manager = managerInScene;
}
else
{
GameObject managerObject = new GameObject { name = "TimerManager" };
GameObject.DontDestroyOnLoad(managerObject);
Timer._manager = managerObject.AddComponent<TimerManager>();
}
}
Timer timer = new Timer(duration, onComplete, onUpdate, isLooped, useRealTime, autoDestroyOwner);
Timer._manager.RegisterTimer(timer);
return timer;
}
/// <summary>
/// Cancels a timer. The main benefit of this over the method on the instance is that you will not get
/// a <see cref="NullReferenceException"/> if the timer is null.
/// </summary>
/// <param name="timer">The timer to cancel.</param>
public static void Cancel(Timer timer)
{
if (timer != null)
{
timer.Cancel();
}
}
/// <summary>
/// Pause a timer. The main benefit of this over the method on the instance is that you will not get
/// a <see cref="NullReferenceException"/> if the timer is null.
/// </summary>
/// <param name="timer">The timer to pause.</param>
public static void Pause(Timer timer)
{
if (timer != null)
{
timer.Pause();
}
}
/// <summary>
/// Resume a timer. The main benefit of this over the method on the instance is that you will not get
/// a <see cref="NullReferenceException"/> if the timer is null.
/// </summary>
/// <param name="timer">The timer to resume.</param>
public static void Resume(Timer timer)
{
if (timer != null)
{
timer.Resume();
}
}
public static void CancelAllRegisteredTimers()
{
if (Timer._manager != null)
{
Timer._manager.CancelAllTimers();
}
// if the manager doesn't exist, we don't have any registered timers yet, so don't
// need to do anything in this case
}
public static void PauseAllRegisteredTimers()
{
if (Timer._manager != null)
{
Timer._manager.PauseAllTimers();
}
// if the manager doesn't exist, we don't have any registered timers yet, so don't
// need to do anything in this case
}
public static void ResumeAllRegisteredTimers()
{
if (Timer._manager != null)
{
Timer._manager.ResumeAllTimers();
}
// if the manager doesn't exist, we don't have any registered timers yet, so don't
// need to do anything in this case
}
#endregion
#region Public Methods
/// <summary>
/// Stop a timer that is in-progress or paused. The timer's on completion callback will not be called.
/// </summary>
public void Cancel()
{
if (this.isDone)
{
return;
}
this._timeElapsedBeforeCancel = this.GetTimeElapsed();
this._timeElapsedBeforePause = null;
}
/// <summary>
/// Pause a running timer. A paused timer can be resumed from the same point it was paused.
/// </summary>
public void Pause()
{
if (this.isPaused || this.isDone)
{
return;
}
this._timeElapsedBeforePause = this.GetTimeElapsed();
}
/// <summary>
/// Continue a paused timer. Does nothing if the timer has not been paused.
/// </summary>
public void Resume()
{
if (!this.isPaused || this.isDone)
{
return;
}
this._timeElapsedBeforePause = null;
}
/// <summary>
/// Get how many seconds have elapsed since the start of this timer's current cycle.
/// </summary>
/// <returns>The number of seconds that have elapsed since the start of this timer's current cycle, i.e.
/// the current loop if the timer is looped, or the start if it isn't.
///
/// If the timer has finished running, this is equal to the duration.
///
/// If the timer was cancelled/paused, this is equal to the number of seconds that passed between the timer
/// starting and when it was cancelled/paused.</returns>
public float GetTimeElapsed()
{
if (this.isCompleted || this.GetWorldTime() >= this.GetFireTime())
{
return this.duration;
}
return this._timeElapsedBeforeCancel ??
this._timeElapsedBeforePause ??
this.GetWorldTime() - this._startTime;
}
/// <summary>
/// Get how many seconds remain before the timer completes.
/// </summary>
/// <returns>The number of seconds that remain to be elapsed until the timer is completed. A timer
/// is only elapsing time if it is not paused, cancelled, or completed. This will be equal to zero
/// if the timer completed.</returns>
public float GetTimeRemaining()
{
return this.duration - this.GetTimeElapsed();
}
/// <summary>
/// Get how much progress the timer has made from start to finish as a ratio.
/// </summary>
/// <returns>A value from 0 to 1 indicating how much of the timer's duration has been elapsed.</returns>
public float GetRatioComplete()
{
return this.GetTimeElapsed() / this.duration;
}
/// <summary>
/// Get how much progress the timer has left to make as a ratio.
/// </summary>
/// <returns>A value from 0 to 1 indicating how much of the timer's duration remains to be elapsed.</returns>
public float GetRatioRemaining()
{
return this.GetTimeRemaining() / this.duration;
}
#endregion
#region Private Static Properties/Fields
// responsible for updating all registered timers
private static TimerManager _manager;
#endregion
#region Private Properties/Fields
private bool isOwnerDestroyed
{
get { return this._hasAutoDestroyOwner && this._autoDestroyOwner == null; }
}
private readonly Action _onComplete;
private readonly Action<float> _onUpdate;
private float _startTime;
private float _lastUpdateTime;
// for pausing, we push the start time forward by the amount of time that has passed.
// this will mess with the amount of time that elapsed when we're cancelled or paused if we just
// check the start time versus the current world time, so we need to cache the time that was elapsed
// before we paused/cancelled
private float? _timeElapsedBeforeCancel;
private float? _timeElapsedBeforePause;
// after the auto destroy owner is destroyed, the timer will expire
// this way you don't run into any annoying bugs with timers running and accessing objects
// after they have been destroyed
private readonly MonoBehaviour _autoDestroyOwner;
private readonly bool _hasAutoDestroyOwner;
#endregion
#region Private Constructor (use static Register method to create new timer)
private Timer(float duration, Action onComplete, Action<float> onUpdate,
bool isLooped, bool usesRealTime, MonoBehaviour autoDestroyOwner)
{
this.duration = duration;
this._onComplete = onComplete;
this._onUpdate = onUpdate;
this.isLooped = isLooped;
this.usesRealTime = usesRealTime;
this._autoDestroyOwner = autoDestroyOwner;
this._hasAutoDestroyOwner = autoDestroyOwner != null;
this._startTime = this.GetWorldTime();
this._lastUpdateTime = this._startTime;
}
#endregion
#region Private Methods
private float GetWorldTime()
{
return this.usesRealTime ? Time.realtimeSinceStartup : Time.time;
}
private float GetFireTime()
{
return this._startTime + this.duration;
}
private float GetTimeDelta()
{
return this.GetWorldTime() - this._lastUpdateTime;
}
private void Update()
{
if (this.isDone)
{
return;
}
if (this.isPaused)
{
this._startTime += this.GetTimeDelta();
this._lastUpdateTime = this.GetWorldTime();
return;
}
this._lastUpdateTime = this.GetWorldTime();
if (this._onUpdate != null)
{
this._onUpdate(this.GetTimeElapsed());
}
if (this.GetWorldTime() >= this.GetFireTime())
{
if (this._onComplete != null)
{
this._onComplete();
}
if (this.isLooped)
{
this._startTime = this.GetWorldTime();
}
else
{
this.isCompleted = true;
}
}
}
#endregion
#region Manager Class (implementation detail, spawned automatically and updates all registered timers)
/// <summary>
/// Manages updating all the <see cref="Timer"/>s that are running in the application.
/// This will be instantiated the first time you create a timer -- you do not need to add it into the
/// scene manually.
/// </summary>
private class TimerManager : MonoBehaviour
{
private List<Timer> _timers = new List<Timer>();
// buffer adding timers so we don't edit a collection during iteration
private List<Timer> _timersToAdd = new List<Timer>();
public void RegisterTimer(Timer timer)
{
this._timersToAdd.Add(timer);
}
public void CancelAllTimers()
{
foreach (Timer timer in this._timers)
{
timer.Cancel();
}
this._timers = new List<Timer>();
this._timersToAdd = new List<Timer>();
}
public void PauseAllTimers()
{
foreach (Timer timer in this._timers)
{
timer.Pause();
}
}
public void ResumeAllTimers()
{
foreach (Timer timer in this._timers)
{
timer.Resume();
}
}
// update all the registered timers on every frame
[UsedImplicitly]
private void Update()
{
this.UpdateAllTimers();
}
private void UpdateAllTimers()
{
if (this._timersToAdd.Count > 0)
{
this._timers.AddRange(this._timersToAdd);
this._timersToAdd.Clear();
}
foreach (Timer timer in this._timers)
{
timer.Update();
}
this._timers.RemoveAll(t => t.isDone);
}
}
#endregion
}
}