154 lines
4.8 KiB
C#
154 lines
4.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace BNG {
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/// <summary>
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/// Press Y to slow time by modifying Time.timeScale and Time.fixedDeltaTime
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/// </summary>
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public class TimeController : MonoBehaviour {
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/// <summary>
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/// Timescale to slow down to if slow down key is pressed
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/// </summary>
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[Tooltip("Timescale to slow down to if slow down key is pressed")]
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public float SlowTimeScale = 0.5f;
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/// <summary>
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/// If true, Y Button will always slow time. Useful for debugging. Otherwise call SlowTime / ResumeTime yourself, or use a Unity InputActionReference
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/// </summary>
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[Tooltip("If true, Y Button will always slow time. Useful for debugging. Otherwise call SlowTime / ResumeTime yourself")]
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public bool YKeySlowsTime = true;
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[Tooltip("Input Action used to initiate slow time")]
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public InputActionReference SlowTimeAction;
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[Tooltip("(Optional) Play this clip when starting to slow time")]
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public AudioClip SlowTimeClip;
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[Tooltip("(Optional) Play this clip when ending slow mo")]
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public AudioClip SpeedupTimeClip;
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/// <summary>
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/// If true, will set Time.fixedDeltaTime to the device refresh rate
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/// </summary>
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[Tooltip("If true, will set Time.fixedDeltaTime to the device refresh rate")]
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public bool SetFixedDelta = false;
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[Tooltip("If true, will check for input in Update to slow down time. If false you'll need to call SlowTime() / ResumeTime() manually from script")]
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public bool CheckInput = true;
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public bool TimeSlowing
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{
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get { return _slowingTime; }
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}
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bool _slowingTime = false;
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bool routineRunning = false;
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float originalFixedDelta;
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AudioSource audioSource;
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public bool ForceTimeScale = false;
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// Start is called before the first frame update
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void Start() {
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if(SetFixedDelta) {
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Time.fixedDeltaTime = (Time.timeScale / UnityEngine.XR.XRDevice.refreshRate);
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}
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originalFixedDelta = Time.fixedDeltaTime;
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audioSource = GetComponent<AudioSource>();
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}
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void Update() {
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if(CheckInput) {
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if (SlowTimeInputDown() || ForceTimeScale) {
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SlowTime();
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}
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else {
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ResumeTime();
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}
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}
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}
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/// <summary>
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/// Returns true if SlowTimeAction is being held down
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/// </summary>
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/// <returns></returns>
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public virtual bool SlowTimeInputDown() {
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// Check default Y Key
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if ((YKeySlowsTime && InputBridge.Instance.YButton)) {
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return true;
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}
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// Check for Unity Input Action
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if (SlowTimeAction != null) {
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return SlowTimeAction.action.ReadValue<float>() > 0f;
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}
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return false;
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}
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public void SlowTime() {
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if(!_slowingTime) {
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// Make sure we aren't running a routine
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if(resumeRoutine != null) {
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StopCoroutine(resumeRoutine);
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}
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// Play Slow time clip
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audioSource.clip = SlowTimeClip;
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audioSource.Play();
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// Haptics
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if(SpeedupTimeClip) {
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InputBridge.Instance.VibrateController(0.1f, 0.2f, SpeedupTimeClip.length, ControllerHand.Left);
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}
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Time.timeScale = SlowTimeScale;
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Time.fixedDeltaTime = originalFixedDelta * Time.timeScale;
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_slowingTime = true;
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}
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}
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private IEnumerator resumeRoutine;
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public void ResumeTime() {
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// toggled over; play audio cue
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// Don't resume until we're done playing the initial sound clip
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if(_slowingTime && !audioSource.isPlaying && !routineRunning) {
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resumeRoutine = resumeTimeRoutine();
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StartCoroutine(resumeRoutine);
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}
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}
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IEnumerator resumeTimeRoutine() {
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routineRunning = true;
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audioSource.clip = SpeedupTimeClip;
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audioSource.Play();
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InputBridge.Instance.VibrateController(0.1f, 0.2f, SpeedupTimeClip.length, ControllerHand.Left);
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// Wait for a split second before resuming time again
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yield return new WaitForSeconds(0.35f);
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Time.timeScale = 1;
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Time.fixedDeltaTime = originalFixedDelta;
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_slowingTime = false;
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routineRunning = false;
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}
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}
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}
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