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538 lines
18 KiB
C#
538 lines
18 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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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 GameCore
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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 canceled.
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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 _timeElapsedBeforePause.HasValue; }
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}
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/// <summary>
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/// Whether or not the timer was canceled.
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/// </summary>
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public bool isCancelled
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{
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get { return _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 isCompleted || isCancelled || isOwnerDestroyed; }
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}
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#endregion
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#region Public Static Methods
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public static void Create()
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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 (_manager != null)
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{
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Debug.LogError("[UnityTimer]Create: TimerManager already exist, ignore this call!");
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return;
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}
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Debug.Log($"[UnityTimer]Create");
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var managerObject = new GameObject { name = nameof(TimerMgr) };
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Object.DontDestroyOnLoad(managerObject);
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_manager = managerObject.AddComponent<TimerMgr>();
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}
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public static void Destroy()
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{
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Debug.Log($"[UnityTimer]Destroy");
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if (_manager != null)
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{
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GameObject.Destroy(_manager.gameObject);
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_manager = null;
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}
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}
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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 accessing 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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if (_manager == null)
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{
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Debug.LogError("[UnityTimer]Register: TimerManager doesn't exist yet!");
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return null;
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}
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Timer timer = new Timer(duration, onComplete, onUpdate, isLooped, useRealTime, autoDestroyOwner);
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_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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timer?.Cancel();
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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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timer?.Pause();
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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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timer?.Resume();
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}
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public static void CancelAllRegisteredTimers()
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{
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if (_manager != null)
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{
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_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 (_manager != null)
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{
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_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 (_manager != null)
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{
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_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 (isDone)
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{
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return;
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}
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_timeElapsedBeforeCancel = GetTimeElapsed();
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_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 (isPaused || isDone)
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{
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return;
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}
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_timeElapsedBeforePause = 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 (!isPaused || isDone)
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{
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return;
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}
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_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 (isCompleted || GetWorldTime() >= GetFireTime())
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{
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return duration;
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}
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return _timeElapsedBeforeCancel ??
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_timeElapsedBeforePause ??
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GetWorldTime() - _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 duration - 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 GetTimeElapsed() / 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 GetTimeRemaining() / 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 TimerMgr _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 _hasAutoDestroyOwner && _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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_onComplete = onComplete;
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_onUpdate = onUpdate;
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this.isLooped = isLooped;
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this.usesRealTime = usesRealTime;
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_autoDestroyOwner = autoDestroyOwner;
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_hasAutoDestroyOwner = autoDestroyOwner != null;
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_startTime = GetWorldTime();
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_lastUpdateTime = _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 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 _startTime + duration;
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}
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private float GetTimeDelta()
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{
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return GetWorldTime() - _lastUpdateTime;
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}
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private void Update()
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{
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if (isDone)
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{
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return;
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}
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if (isPaused)
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{
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_startTime += GetTimeDelta();
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_lastUpdateTime = GetWorldTime();
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return;
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}
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_lastUpdateTime = GetWorldTime();
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try
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{
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_onUpdate?.Invoke(GetTimeElapsed());
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}
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catch (Exception ex)
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{
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Debug.LogError($"[Timer]Update: onUpdate error! {ex.Message}");
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}
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if (GetWorldTime() >= GetFireTime())
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{
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try
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{
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_onComplete?.Invoke();
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}
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catch (Exception ex)
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{
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Debug.LogError($"[Timer]Update: onComplete error! {ex.Message}");
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}
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if (isLooped)
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{
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_startTime = GetWorldTime();
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}
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else
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{
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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 TimerMgr : MonoBehaviour
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{
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public int TimerCount { get; private set; }
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private ulong _timerID;
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private Dictionary<ulong, Timer> _timers = new Dictionary<ulong, 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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// buffer removing timers
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private List<ulong> _timersToRemove = new List<ulong>();
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public void RegisterTimer(Timer timer)
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{
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_timersToAdd.Add(timer);
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Debug.Log($"[TimerMgr]RegisterTimer: {TimerCount + _timersToAdd.Count} timers in total");
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}
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public void CancelAllTimers()
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{
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Debug.Log($"[TimerMgr]CancelAllTimers");
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var etor = _timers.GetEnumerator();
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while (etor.MoveNext())
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{
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var timer = etor.Current.Value;
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timer.Cancel();
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}
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_timers.Clear();
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_timersToAdd.Clear();
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TimerCount = 0;
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}
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public void PauseAllTimers()
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{
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Debug.Log($"[TimerMgr]PauseAllTimers");
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var etor = _timers.GetEnumerator();
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while (etor.MoveNext())
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{
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var timer = etor.Current.Value;
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timer.Pause();
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}
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}
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public void ResumeAllTimers()
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{
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Debug.Log($"[TimerMgr]ResumeAllTimers");
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var etor = _timers.GetEnumerator();
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while (etor.MoveNext())
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{
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var timer = etor.Current.Value;
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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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private void Update()
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{
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if (_timersToAdd.Count > 0)
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{
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for (int i = 0; i < _timersToAdd.Count; i++)
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{
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_timers.Add(_timerID++, _timersToAdd[i]);
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}
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_timersToAdd.Clear();
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}
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_timersToRemove.Clear();
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var etor = _timers.GetEnumerator();
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while (etor.MoveNext())
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{
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var timer = etor.Current.Value;
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timer.Update();
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if (timer.isDone)
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{
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_timersToRemove.Add(etor.Current.Key);
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}
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}
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if (_timersToRemove.Count > 0)
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{
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for (int i = 0; i < _timersToRemove.Count; i++)
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{
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_timers.Remove(_timersToRemove[i]);
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}
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}
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TimerCount = _timers.Count;
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}
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}
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#endregion
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}
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public static class TimerExtensions
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{
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/// <summary>
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/// Attach a timer on to the behaviour. If the behaviour is destroyed before the timer is completed,
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/// e.g. through a scene change, the timer callback will not execute.
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/// </summary>
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/// <param name="behaviour">The behaviour to attach this timer to.</param>
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/// <param name="duration">The duration to wait before the timer fires.</param>
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/// <param name="onComplete">The action to run when the timer elapses.</param>
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/// <param name="onUpdate">A function to call each tick of the timer. Takes the number of seconds elapsed since
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/// the start of the current cycle.</param>
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/// <param name="isLooped">Whether the timer should restart after executing.</param>
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/// <param name="useRealTime">Whether the timer uses real-time(not affected by slow-mo or pausing) or
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/// game-time(affected by time scale changes).</param>
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public static Timer AttachTimer(this MonoBehaviour behaviour, float duration, Action onComplete,
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Action<float> onUpdate = null, bool isLooped = false, bool useRealTime = false)
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{
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return Timer.Register(duration, onComplete, onUpdate, isLooped, useRealTime, behaviour);
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}
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}
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}
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