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Assets/Oculus/Interaction/Samples/Scripts/CountdownTimer.cs
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Assets/Oculus/Interaction/Samples/Scripts/CountdownTimer.cs
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/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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https://developer.oculus.com/licenses/oculussdk/
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Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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ANY KIND, either express or implied. See the License for the specific language governing
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permissions and limitations under the License.
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************************************************************************************/
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using UnityEngine;
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using UnityEngine.Assertions;
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using UnityEngine.Events;
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namespace Oculus.Interaction.Samples
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{
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/// <summary>
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/// Performs a callback after a countdown timer has elapsed.
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/// The countdown can be enabled or disabled by an external party.
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/// </summary>
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public class CountdownTimer : MonoBehaviour
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{
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[SerializeField]
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private float _countdownTime = 1.0f;
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[SerializeField]
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private bool _countdownOn = false;
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[SerializeField]
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private UnityEvent _callback;
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[SerializeField]
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private UnityEvent<float> _progressCallback;
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private float _countdownTimer;
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public bool CountdownOn
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{
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get => _countdownOn;
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set
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{
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if (value)
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{
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if (!_countdownOn)
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{
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_countdownTimer = _countdownTime;
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}
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}
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_countdownOn = value;
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}
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}
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private void Awake()
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{
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Assert.IsTrue(_countdownTime >= 0, "Countdown Time must be positive.");
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}
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private void Update()
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{
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if (!_countdownOn || _countdownTimer < 0)
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{
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_progressCallback.Invoke(0);
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return;
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}
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_countdownTimer -= Time.deltaTime;
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if (_countdownTimer < 0f)
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{
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_countdownTimer = -1f;
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_callback.Invoke();
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_progressCallback.Invoke(1);
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return;
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}
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_progressCallback.Invoke(1 - _countdownTimer / _countdownTime);
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}
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}
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}
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