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- using UnityEngine;
- using System.Collections;
- using System;
- public class TimeRecovery : MonoBehaviour
- {
- /// <summary>
- ///
- /// </summary>
- private bool onCountDown = false;
- /// <summary>
- ///
- /// </summary>
- private string countDownTitle = "Start";
- /// <summary>
- ///
- /// </summary>
- public int totalSeconds = 60;
- /// <summary>
- ///
- /// </summary>
- private int _leftSeconds=0;
- /// <summary>
- ///
- /// </summary>
- private Action<int> callBack;
- /// <summary>
- ///
- /// </summary>
- public int leaveSeconds
- {
- get
- {
- return _leftSeconds;
- }
- set
- {
- if (_leftSeconds != value)
- {
- _leftSeconds = value;
- if (callBack != null)
- {
- callBack(_leftSeconds);
- }
- if (leaveSeconds <= 0)
- {
- StopTimer();
- }
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <returns></returns>
- IEnumerator DoCountDown()
- {
- while (leaveSeconds > 0)
- {
- yield return new WaitForSeconds(1f);
- leaveSeconds--;
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="totalTs"></param>
- public void StartTimer(int totalTs, Action<int> leftTsChangeCallBack)
- {
- StopTimer();
- totalSeconds = totalTs;
- leaveSeconds = totalTs;
- callBack = leftTsChangeCallBack;
- onCountDown = true;
- StartCoroutine(DoCountDown());
- }
- /// <summary>
- ///
- /// </summary>
- public void StopTimer()
- {
- onCountDown = false;
- StopAllCoroutines();
- }
- }
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