using System;
using UnityEngine;
namespace SK.Framework
{
///
/// 倒计时/定时器
///
public sealed class Countdown : ITimer
{
private float beginTime;
private readonly float duration;
private float pausedTime;
private readonly bool isIgnoreTimeScale;
private readonly MonoBehaviour executer;
private Action onLaunch;
private Action onExecute;
private Action onPause;
private Action onResume;
private Action onStop;
private Func stopWhen;
///
/// 剩余计时时长
///
public float RemainingTime { get; private set; }
public bool IsCompleted { get; private set; }
public bool IsPaused { get; private set; }
public Countdown(float duration, bool isIgnoreTimeScale = false, MonoBehaviour executer = null)
{
this.duration = duration;
this.isIgnoreTimeScale = isIgnoreTimeScale;
this.executer = executer;
}
public Countdown OnLaunch(Action onLaunch)
{
this.onLaunch = onLaunch;
return this;
}
public Countdown OnExecute(Action onExecute)
{
this.onExecute = onExecute;
return this;
}
public Countdown OnPause(Action onPause)
{
this.onPause = onPause;
return this;
}
public Countdown OnResume(Action onResume)
{
this.onResume = onResume;
return this;
}
public Countdown OnStop(Action onStop)
{
this.onStop = onStop;
return this;
}
public Countdown StopWhen(Func predicate)
{
stopWhen = predicate;
return this;
}
public void Launch()
{
beginTime = isIgnoreTimeScale ? Time.realtimeSinceStartup : Time.time;
onLaunch?.Invoke();
this.Begin(executer != null ? executer : Timer.Instance);
}
public void Pause()
{
IsPaused = true;
pausedTime = isIgnoreTimeScale ? Time.realtimeSinceStartup : Time.time;
onPause?.Invoke();
}
public void Resume()
{
IsPaused = false;
beginTime += (isIgnoreTimeScale ? Time.realtimeSinceStartup : Time.time) - pausedTime;
onResume?.Invoke();
}
public void Stop()
{
IsCompleted = true;
}
public bool Execute()
{
if (!IsCompleted && !IsPaused)
{
RemainingTime = duration - ((isIgnoreTimeScale ? Time.realtimeSinceStartup : Time.time) - beginTime);
RemainingTime = Mathf.Clamp(RemainingTime, 0f, duration);
onExecute?.Invoke(RemainingTime);
}
IsCompleted = RemainingTime <= 0;
if (!IsCompleted && stopWhen != null && stopWhen.Invoke())
{
IsCompleted = true;
}
if (IsCompleted)
{
onStop?.Invoke();
}
return IsCompleted;
}
}
}