mirror of
https://github.com/misternebula/quantum-space-buddies.git
synced 2025-01-01 03:32:38 +00:00
132 lines
3.1 KiB
C#
132 lines
3.1 KiB
C#
using QSB.Utility;
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using QSB.WorldSync;
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using System;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.UI;
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namespace QSB.TimeSync
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{
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internal class TimeSyncUI : MonoBehaviour
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{
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public static TimeSyncUI Instance;
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public static float TargetTime;
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private Canvas _canvas;
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private Text _text;
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private float _startTime;
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private bool _isSetUp;
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private TimeSyncType _currentType;
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private Enum _currentReason;
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public void Awake()
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{
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Instance = this;
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enabled = false;
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QSBSceneManager.OnUniverseSceneLoaded += OnUniverseSceneLoad;
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}
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private void OnUniverseSceneLoad(OWScene oldScene, OWScene newScene)
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{
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_isSetUp = true;
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var obj = QSBWorldSync.GetUnityObjects<SleepTimerUI>().First();
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_canvas = obj._canvas;
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_text = obj._text;
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_canvas.enabled = false;
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}
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public void OnDestroy()
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{
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QSBSceneManager.OnUniverseSceneLoaded -= OnUniverseSceneLoad;
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if (_canvas != null && _canvas.enabled)
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{
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Canvas.willRenderCanvases -= OnWillRenderCanvases;
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}
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}
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public static void Start(TimeSyncType type, Enum reason) =>
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QSBCore.UnityEvents.RunWhen(() => Instance._isSetUp, () => Instance.StartTimeSync(type, reason));
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public static void Stop() =>
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QSBCore.UnityEvents.RunWhen(() => Instance._isSetUp, () => Instance.EndTimeSync());
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private void StartTimeSync(TimeSyncType type, Enum reason)
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{
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if (!QSBSceneManager.IsInUniverse)
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{
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DebugLog.ToConsole("Error - Tried to start time sync UI when not in universe!", OWML.Common.MessageType.Error);
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return;
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}
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_currentType = type;
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_currentReason = reason;
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_startTime = Time.timeSinceLevelLoad;
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enabled = true;
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_canvas.enabled = true;
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Canvas.willRenderCanvases += OnWillRenderCanvases;
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}
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private void EndTimeSync()
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{
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_currentType = TimeSyncType.None;
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enabled = false;
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_canvas.enabled = false;
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Canvas.willRenderCanvases -= OnWillRenderCanvases;
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}
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private void OnWillRenderCanvases()
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{
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if (!_isSetUp)
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{
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return;
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}
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var totalSeconds = Mathf.Max(TargetTime - Time.timeSinceLevelLoad, 0f);
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var minutes = Mathf.FloorToInt(totalSeconds / 60f);
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var seconds = Mathf.FloorToInt(totalSeconds) % 60;
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var milliseconds = totalSeconds % 1 * 1000;
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var text = "";
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switch (_currentType)
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{
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case TimeSyncType.FastForwarding:
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switch ((FastForwardReason)_currentReason)
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{
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case FastForwardReason.TooFarBehind:
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text = $"{minutes:D2}:{seconds:D2}.{milliseconds:000}"
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+ Environment.NewLine
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+ "Fast-forwarding to match server time...";
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break;
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}
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break;
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case TimeSyncType.Pausing:
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switch ((PauseReason)_currentReason)
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{
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case PauseReason.ServerNotStarted:
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text = "Waiting for server to start...";
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break;
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case PauseReason.TooFarAhead:
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text = "Pausing to match server time...";
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break;
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case PauseReason.WaitingForAllPlayersToBeReady:
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text = "Waiting for start of loop...";
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break;
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case PauseReason.WaitingForAllPlayersToDie:
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text = "Waiting for end of loop...";
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break;
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}
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break;
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}
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_text.text = text;
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}
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}
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}
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