Fixed some timer bugs
Timer now has a mode for unscaled time FIXED: Countdown now resets properly
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5 changed files with 53 additions and 9 deletions
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@ -17,13 +17,21 @@ namespace SimpleTools.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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TimerUpdate timerUpdate;
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public TimerUpdate TimerUpdate { get { return timerUpdate; } }
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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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float defaultTime;
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/// <summary>
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/// Setup the timer
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/// </summary>
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public void Setup(float elapsedTime, bool isPaused, TimeSpan timePlaying, TMP_Text timer, TimerType timerType, TimerUpdate timerUpdate, string text){
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this.elapsedTime = defaultTime = 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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this.timerUpdate = timerUpdate;
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timer.text = text;
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}
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@ -34,14 +42,14 @@ namespace SimpleTools.Timer{
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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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elapsedTime -= timerUpdate == TimerUpdate.UnscaledTime ? Time.unscaledDeltaTime : 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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elapsedTime += timerUpdate == TimerUpdate.UnscaledTime ? Time.unscaledDeltaTime : Time.deltaTime;
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break;
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}
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timePlaying = TimeSpan.FromSeconds(elapsedTime);
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@ -51,25 +59,37 @@ namespace SimpleTools.Timer{
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}
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}
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/// <summary>
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/// Play or resume the timer
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/// </summary>
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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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/// <summary>
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/// Pause the timer
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/// </summary>
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public void Stop(){
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isPaused = true;
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}
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/// <summary>
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/// Pause and sets the time to the defaultOne
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/// </summary>
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public void ResetTimer(){
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isPaused = true;
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elapsedTime = 0f;
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elapsedTime = defaultTime;
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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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/// <summary>
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/// Restarts the timer
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/// </summary>
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public void Restart(){
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isPaused = false;
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elapsedTime = 0f;
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elapsedTime = defaultTime;
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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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