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Timer.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class Timer : MonoBehaviour
{
[SerializeField] private TMP_Text TimerText;
[SerializeField] private Image TimerFill;
[SerializeField] private GameObject dropCardPanelForTimer = null;
private int duration;
private int remainingDuration;
private Coroutine timerCoroutine;
public void StartTimer(int second)
{
duration = second;
remainingDuration = second;
timerCoroutine = StartCoroutine(UpdateTimer());
}
private IEnumerator UpdateTimer()
{
while(remainingDuration >= 0)
{
TimerText.text = $"{remainingDuration / 60:00} : {remainingDuration % 60:00}";
TimerFill.fillAmount = Mathf.InverseLerp(0, duration, remainingDuration);
remainingDuration--;
yield return new WaitForSeconds(1f);
}
CountdownEnd();
}
public void CancelTimer()
{
if(timerCoroutine != null)
{
StopCoroutine(timerCoroutine);
}
}
private void CountdownEnd()
{
Transform handCards = GameObject.Find("Panel_Hand_Cards").transform;
System.Random random = new System.Random();
int randomIndexInHand = random.Next(0, handCards.childCount);
HandCard chosenCardForDrop = handCards.GetChild(randomIndexInHand).gameObject.GetComponent<HandCard>();
dropCardPanelForTimer.GetComponent<DropCardPanel>().OnDropAutomaticFromTimer(chosenCardForDrop);
Destroy(chosenCardForDrop.gameObject);
}
}