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