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CountdownTimer.cs
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132 lines (117 loc) · 4.72 KB
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using UnityEngine;
using UnityEngine.Events;
/* Copyright (c) 2025 Petar Petrov (PeterSvP)
* https://pi-dev.com * https://store.steampowered.com/pub/pidev
*
* The MIT License (MIT)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* ============= Description =============
* A reusable countdown timer for Unity that triggers events on each second and upon completion.
* Ideal for use in gameplay events, cooldowns, or timed UI interactions.
* Timer must be manually updated each frame via the Update() method.
*
* ============= Usage =============
* timer.onSecondPassed.AddListener(sec => Debug.Log($"Seconds left: {sec}"));
* timer.onTimedOut.AddListener(() => Debug.Log("Timer finished"));
* timer.Start(seconds);
* you also must call timer.Update() in your Update() method.
*/
namespace PiDev.Utilities
{
/// <summary>
/// A simple countdown timer that can be used to track time intervals.
/// </summary>
[System.Serializable]
public class CountdownTimer
{
public UnityEvent<int> onSecondPassed; // Event fired each second, passing remaining seconds
public UnityEvent onTimedOut; // Event fired when the countdown finishes
private double startTime;
private int initialTimeInSeconds;
private int lastSecondReported;
private bool isRunning;
public CountdownTimer()
{
onSecondPassed = new UnityEvent<int>();
onTimedOut = new UnityEvent();
isRunning = false;
}
/// <summary>
/// Starts the countdown with a specified time.
/// </summary>
/// <param name="timeInSeconds">The countdown time in seconds.</param>
public void Start(int timeInSeconds)
{
initialTimeInSeconds = timeInSeconds;
startTime = Time.timeAsDouble;
lastSecondReported = timeInSeconds;
isRunning = true;
}
/// <summary>
/// Stops the countdown.
/// </summary>
public void Stop()
{
isRunning = false;
}
/// <summary>
/// Updates the countdown timer. This method should be called once per frame.
/// </summary>
public void Update()
{
if (!isRunning)
return;
// Calculate the elapsed time in seconds
int elapsedSeconds = (int)(Time.timeAsDouble - startTime);
int remainingTime = initialTimeInSeconds - elapsedSeconds;
// Trigger the onSecondPassed event when a new second has passed
if (remainingTime != lastSecondReported && remainingTime > 0)
{
lastSecondReported = remainingTime;
onSecondPassed?.Invoke(remainingTime);
}
// Check if the timer has finished
if (remainingTime <= 0 && isRunning)
{
isRunning = false;
onTimedOut?.Invoke();
}
}
/// <summary>
/// Returns the elapsed time since the countdown started.
/// </summary>
public int GetElapsedTime()
{
return isRunning ? (int)(Time.timeAsDouble - startTime) : initialTimeInSeconds;
}
/// <summary>
/// Returns the remaining time until the countdown finishes.
/// </summary>
public int GetRemainingTime()
{
return Mathf.Max(initialTimeInSeconds - GetElapsedTime(), 0);
}
/// <summary>
/// Checks if the timer is currently running.
/// </summary>
public bool IsRunning => isRunning;
}
}