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