89 lines
3.0 KiB
C#
89 lines
3.0 KiB
C#
using System;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.Events;
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using Core;
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namespace Script.Gameplay.Global
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{
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/// <summary>
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/// 全局关卡倒计时管理器(UniTimer 版)
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/// </summary>
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public sealed class GameCountdownManager : MonoSingleton<GameCountdownManager>
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{
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[Header("默认关卡时长(秒)")] [SerializeField] private float defaultDuration = 60f;
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[Header("是否受 Time.timeScale 影响")] [SerializeField]
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private bool useUnscaledTime = false;
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[Header("事件:每秒刷新(剩余秒数)")] public UnityEvent<float> OnTick;
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[Header("事件:倒计时结束")] public UnityEvent OnFinish;
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private UniTimer _timer = new UniTimer();
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/*------------------------------------------------------*/
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protected override void Awake()
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{
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base.Awake();
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// 确保事件实例化,避免其他脚本订阅时报 NullReferenceException
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OnTick ??= new UnityEvent<float>();
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OnFinish ??= new UnityEvent();
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}
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/// <summary>
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/// 启动关卡倒计时(默认时长)
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/// </summary>
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public UniTask StartLevelTimer() => StartLevelTimer(defaultDuration);
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/// <summary>
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/// 启动关卡倒计时(指定时长)
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/// </summary>
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/// <param name="duration">秒</param>
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public UniTask StartLevelTimer(float duration)
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{
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StopTimer(); // 先清掉旧计时器
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// 用 unscaledDeltaTime 就不受 Time.timeScale 影响
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Time.timeScale = 1f; // 可根据需求保留或去掉
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return _timer.StartAsync(
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duration,
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isCountDown: true,
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onTick: left => { OnTick?.Invoke(left); },
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onComplete: () =>
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{
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OnFinish?.Invoke();
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// 这里可以统一处理“时间到”逻辑
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TimeOutHandle();
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});
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}
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/// <summary> 暂停 </summary>
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public void Pause() => _timer.Pause();
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/// <summary> 继续 </summary>
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public void Resume() => _timer.Resume();
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/// <summary> 立即结束并触发 OnFinish </summary>
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public void StopTimer() => _timer.Stop();
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/// <summary> 剩余时间(秒) </summary>
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public float Remaining => _timer.Remaining;
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/// <summary> 是否正在跑 </summary>
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public bool IsRunning => _timer.IsRunning;
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/*------------------------------------------------------*/
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// 统一处理“时间到”
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private void TimeOutHandle()
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{
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Debug.Log("[GameCountdown] 关卡时间到!");
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// 可以在这里弹 UI、播放音效、加载结算场景等
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}
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/*------------------------------------------------------*/
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// 方便外部 await 等待结束
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public UniTask WaitForTimeOutAsync() => _timer.WaitForFinishAsync();
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}
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} |