Added Timer
New version featuring a timer
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14 changed files with 186 additions and 23 deletions
79
Tools/Timer/Timer.cs
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79
Tools/Timer/Timer.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using TMPro;
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namespace SimpleTools.Timer{
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public class Timer : MonoBehaviour{
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float elapsedTime;
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public float ElapsedTime { get { return elapsedTime; } }
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bool isPaused;
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public bool IsPaused { get { return isPaused; } }
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TimeSpan timePlaying;
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public TimeSpan TimePlaying { get { return timePlaying; } }
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TMP_Text timer;
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public TMP_Text TimerText { get { return timer; } }
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TimerType timerType;
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public TimerType TimerType { get { return timerType; } }
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public void Setup(float elapsedTime, bool isPaused, TimeSpan timePlaying, TMP_Text timer, TimerType timerType, string text){
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this.elapsedTime = elapsedTime;
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this.isPaused = isPaused;
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this.timePlaying = timePlaying;
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this.timer = timer;
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this.timerType = timerType;
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timer.text = text;
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}
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IEnumerator UpdateTimer(){
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while (!isPaused){
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if(timerType == TimerType.Clock){
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timer.text = DateTime.Now.ToString("HH:mm:ss");
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}else{
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switch (timerType){
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case TimerType.Countdown:
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elapsedTime -= Time.deltaTime;
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if(elapsedTime < 0f){
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elapsedTime = 0f;
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isPaused = true;
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}
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break;
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case TimerType.Stopwatch:
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elapsedTime += Time.deltaTime;
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break;
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}
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timePlaying = TimeSpan.FromSeconds(elapsedTime);
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timer.text = timePlaying.ToString("m':'ss'.'ff");
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}
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yield return null;
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}
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}
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public void Play(){
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isPaused = false;
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StartCoroutine(UpdateTimer());
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}
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public void Stop(){
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isPaused = true;
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}
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public void ResetTimer(){
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isPaused = true;
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elapsedTime = 0f;
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timePlaying = TimeSpan.FromSeconds(elapsedTime);
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timer.text = timePlaying.ToString("m':'ss'.'ff");
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}
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public void Restart(){
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isPaused = false;
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elapsedTime = 0f;
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timePlaying = TimeSpan.FromSeconds(elapsedTime);
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timer.text = timePlaying.ToString("m':'ss'.'ff");
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StopAllCoroutines();
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StartCoroutine(UpdateTimer());
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}
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}
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}
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