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