using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using MoreMountains.Tools;
namespace MoreMountains.Tools
{
///
/// A class to handle cooldown related properties and their resource consumption over time
/// Remember to initialize it (once) and update it every frame from another class
///
[System.Serializable]
public class MMCooldown
{
/// all possible states for the object
public enum CooldownStates { Idle, Consuming, Stopped, Refilling }
/// if this is true, the cooldown won't do anything
public bool Unlimited = false;
/// the time it takes, in seconds, to consume the object
public float ConsumptionDuration = 2f;
/// the pause to apply before refilling once the object's been depleted
public float PauseOnEmptyDuration = 1f;
/// the duration of the refill, in seconds, if uninterrupted
public float RefillDuration = 1f;
/// whether or not the refill can be interrupted by a new Start instruction
public bool CanInterruptRefill = true;
[MMReadOnly]
/// the current state of the object
public CooldownStates CooldownState = CooldownStates.Idle;
[MMReadOnly]
/// the amount of duration left in the object at any given time
public float CurrentDurationLeft;
///
/// A public delegate you can listen to for state changes
///
/// How to use :
///
/// private void OnCooldownStateChange(MMCooldown.CooldownStates newState)
/// {
/// if (newState == MMCooldown.CooldownStates.Stopped)
/// {
/// // do something
/// }
/// }
///
/// private void OnEnable() { Cooldown.OnStateChange += OnCooldownStateChange; }
/// private void OnDisable() { Cooldown.OnStateChange -= OnCooldownStateChange; }
///
///
public delegate void OnStateChangeDelegate(CooldownStates newState);
public OnStateChangeDelegate OnStateChange;
protected float _emptyReachedTimestamp = 0f;
///
/// An init method that ensures the object is reset
///
public virtual void Initialization()
{
CurrentDurationLeft = ConsumptionDuration;
ChangeState(CooldownStates.Idle);
_emptyReachedTimestamp = 0f;
}
///
/// Starts consuming the cooldown object if possible
///
public virtual void Start()
{
if (Ready())
{
ChangeState(CooldownStates.Consuming);
}
}
///
/// Returns true if the cooldown is ready to be consumed, false otherwise
///
///
public virtual bool Ready()
{
if (Unlimited)
{
return true;
}
if (CooldownState == CooldownStates.Idle)
{
return true;
}
if ((CooldownState == CooldownStates.Refilling) && (CanInterruptRefill))
{
return true;
}
return false;
}
///
/// Stops consuming the object
///
public virtual void Stop()
{
if (CooldownState == CooldownStates.Consuming)
{
ChangeState(CooldownStates.Stopped);
}
}
public float Progress
{
get
{
if (Unlimited)
{
return 1f;
}
if (CooldownState == CooldownStates.Consuming || CooldownState == CooldownStates.Stopped)
{
return 0f;
}
if (CooldownState == CooldownStates.Refilling)
{
return CurrentDurationLeft / RefillDuration;
}
return 1f;
}
}
///
/// Processes the object's state machine
///
public virtual void Update()
{
if (Unlimited)
{
return;
}
switch (CooldownState)
{
case CooldownStates.Idle:
break;
case CooldownStates.Consuming:
CurrentDurationLeft = CurrentDurationLeft - Time.deltaTime;
if (CurrentDurationLeft <= 0f)
{
CurrentDurationLeft = 0f;
_emptyReachedTimestamp = Time.time;
ChangeState(CooldownStates.Stopped);
}
break;
case CooldownStates.Stopped:
if (Time.time - _emptyReachedTimestamp >= PauseOnEmptyDuration)
{
ChangeState(CooldownStates.Refilling);
}
break;
case CooldownStates.Refilling:
CurrentDurationLeft += (RefillDuration * Time.deltaTime) / RefillDuration;
if (CurrentDurationLeft >= RefillDuration)
{
CurrentDurationLeft = ConsumptionDuration;
ChangeState(CooldownStates.Idle);
}
break;
}
}
///
/// Changes the current state of the cooldown and invokes the delegate if needed
///
///
protected virtual void ChangeState(CooldownStates newState)
{
CooldownState = newState;
OnStateChange?.Invoke(newState);
}
}
}