Files
Colosseum/Assets/External/UI/InterfaceFantasyWarriorHUD/Samples/Scripts/SampleCountdownLabel.cs
dal4segno c265f980db chore: Assets 디렉토리 구조 정리 및 네이밍 컨벤션 적용
- Assets/_Game/ 하위로 게임 에셋 통합
- External/ 패키지 벤더별 분류 (Synty, Animations, UI)
- 에셋 네이밍 컨벤션 확립 및 적용
  (Data_Skill_, Data_SkillEffect_, Prefab_, Anim_, Model_, BT_ 등)
- pre-commit hook으로 네이밍 컨벤션 자동 검사 추가
- RESTRUCTURE_CHECKLIST.md 작성

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-16 19:08:27 +09:00

91 lines
2.4 KiB
C#

// Copyright (c) 2024 Synty Studios Limited. All rights reserved.
//
// Use of this software is subject to the terms and conditions of the Synty Studios End User Licence Agreement (EULA)
// available at: https://syntystore.com/pages/end-user-licence-agreement
//
// Sample scripts are included only as examples and are not intended as production-ready.
using System.Collections;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
namespace Synty.Interface.FantasyWarriorHUD.Samples
{
/// <summary>
/// A simple countdown label that counts down from a set time.
/// </summary>
public class SampleCountdownLabel : MonoBehaviour
{
[Header("References")]
public Animator animator;
public TMP_Text text;
[Header("Parameters")]
public bool setAnimatorActive = true;
public float initialDelay = 0;
public float countdownTime = 30;
public float updateInterval = 0.1f;
public float timeUpDuration = 2.5f;
public UnityEvent onCountdownComplete;
private float currentTime;
private void Reset()
{
text = GetComponentInChildren<TMP_Text>();
}
private IEnumerator Start()
{
yield return new WaitForSeconds(initialDelay);
BeginTimer();
}
private void BeginTimer()
{
currentTime = countdownTime;
RefreshUI();
StartCoroutine(C_TickDown());
}
private IEnumerator C_TickDown()
{
while (currentTime > 0)
{
yield return new WaitForSeconds(updateInterval);
currentTime -= updateInterval;
if (currentTime <= 0)
{
currentTime = 0;
}
RefreshUI();
}
if (setAnimatorActive)
animator?.gameObject.SetActive(true);
animator?.SetBool("Active", true);
yield return new WaitForSeconds(timeUpDuration);
animator?.SetBool("Active", false);
yield return new WaitForSeconds(1);
if (setAnimatorActive)
animator?.gameObject.SetActive(false);
onCountdownComplete?.Invoke();
BeginTimer();
}
private void RefreshUI()
{
if (text)
text.SetText(currentTime.ToString("F1"));
}
}
}