rabidus-test/Assets/Scripts/UITextShow.cs

93 lines
2.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.Events;
public class UITextShow : MonoBehaviour
{
private TMPro.TextMeshProUGUI _text;
private Coroutine coroutine;
public UnityEvent OnTimeTick;
public UnityEvent OnTimeEnd;
public string Prefix;
public string Postfix;
public string Text => _text.text;
private void Awake()
{
_text = GetComponent<TMPro.TextMeshProUGUI>();
}
public void SetText(string text)
{
_text.SetText($"{Prefix}{text}{Postfix}");
}
public void SetText(int num)
{
SetText(num.ToString());
}
public void ShowSubtitle(string text, float delay, float afterDelay, Action onStart, Action onEnd)
{
if (coroutine != null)
{
StopCoroutine(coroutine);
}
coroutine = StartCoroutine(Subtitle_Coroutine(text, delay, afterDelay, onStart, onEnd));
}
public void ShowTimer(int time, string afterTimerText, float afterDelay, Action onStart, Action onEnd)
{
if (coroutine != null)
{
StopCoroutine(coroutine);
}
StartCoroutine(Timer_Coroutine(time, afterTimerText, afterDelay, onStart, onEnd));
}
private IEnumerator Timer_Coroutine(int time, string afterTimerText, float afterDelay, Action onStart, Action onEnd)
{
onStart?.Invoke();
for (int i = time; i > 0; i--)
{
SetText(i.ToString());
OnTimeTick?.Invoke();
yield return new WaitForSeconds(1);
}
SetText(afterTimerText);
yield return new WaitForSeconds(afterDelay);
//_text.SetText(string.Empty);
OnTimeEnd?.Invoke();
onEnd?.Invoke();
}
private IEnumerator Subtitle_Coroutine(string text, float delay, float afterDelay, Action onStart, Action onEnd)
{
onStart?.Invoke();
StringBuilder sb = new StringBuilder();
for (int i = 0; i < text.Length; i++)
{
sb.Append(text[i]);
SetText(sb.ToString());
OnTimeTick?.Invoke();
yield return new WaitForSeconds(delay);
}
yield return new WaitForSeconds(afterDelay);
SetText(string.Empty);
OnTimeEnd?.Invoke();
onEnd?.Invoke();
}
}