/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using UnityEngine; using UnityEngine.Assertions; using UnityEngine.Events; namespace Oculus.Interaction.Samples { /// /// Performs a callback after a countdown timer has elapsed. /// The countdown can be enabled or disabled by an external party. /// public class CountdownTimer : MonoBehaviour { [SerializeField, Min(0)] private float _countdownTime = 1.0f; [SerializeField] private bool _countdownOn = false; [SerializeField] private UnityEvent _callback; [SerializeField] private UnityEvent _progressCallback; private float _countdownTimer; public bool CountdownOn { get => _countdownOn; set { if (value) { if (!_countdownOn) { _countdownTimer = _countdownTime; } } _countdownOn = value; } } private void Awake() { Assert.IsTrue(_countdownTime >= 0, "Countdown Time must be positive."); } private void Update() { if (!_countdownOn || _countdownTimer < 0) { _progressCallback.Invoke(0); return; } _countdownTimer -= Time.deltaTime; if (_countdownTimer < 0f) { _countdownTimer = -1f; _callback.Invoke(); _progressCallback.Invoke(1); return; } _progressCallback.Invoke(1 - _countdownTimer / _countdownTime); } } }