WorldTime.cs 7.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325
  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.Diagnostics;
  5. using UnityEngine;
  6. public class WorldTime : SingletonMono<WorldTime>
  7. {
  8. public static bool IsPausing { get; private set; }
  9. public static float LevelTime
  10. {
  11. get
  12. {
  13. return Time.time - WorldTime._sceneStartTime;
  14. }
  15. }
  16. private static int _pauseNum
  17. {
  18. get
  19. {
  20. return WorldTime._timeScaleStack.Count;
  21. }
  22. }
  23. public static float Fps
  24. {
  25. get
  26. {
  27. return Mathf.Clamp(WorldTime._fps.Fps, 1f, float.MaxValue);
  28. }
  29. }
  30. public static float PhysicsFps
  31. {
  32. get
  33. {
  34. return WorldTime._fps.PhysicsFps;
  35. }
  36. }
  37. //[DebuggerBrowsable(DebuggerBrowsableState.Never)]
  38. public event EventHandler<WorldTime.FrozenArgs> FrozenEvent;
  39. //[DebuggerBrowsable(DebuggerBrowsableState.Never)]
  40. public event EventHandler<WorldTime.FrozenArgs> ResumeEvent;
  41. public bool IsFrozen { get; private set; }
  42. public bool IsSlow { get; private set; }
  43. private void Start()
  44. {
  45. WorldTime._sceneStartTime = Time.time;
  46. WorldTime._fps.Start();
  47. }
  48. private void Update()
  49. {
  50. WorldTime._fps.Update();
  51. }
  52. private void FixedUpdate()
  53. {
  54. WorldTime._fps.FixedUpdate();
  55. if (this.IsFrozen && this._autoRecover)
  56. {
  57. if (WorldTime.IsPausing)
  58. {
  59. return;
  60. }
  61. if (this._frozeFrame > 0)
  62. {
  63. this._frozeFrame--;
  64. }
  65. else
  66. {
  67. this._autoRecover = false;
  68. this.FrozenResume();
  69. }
  70. }
  71. float num = this._slowEnd - Time.time;
  72. if (this.IsSlow && num < 0f)
  73. {
  74. Time.timeScale = Mathf.Clamp01(Time.timeScale + this._slowRecover);
  75. if (Math.Abs(Time.timeScale - 1f) < 1.401298E-45f)
  76. {
  77. this.IsSlow = false;
  78. this._slowEnd = 0f;
  79. }
  80. }
  81. }
  82. protected override void OnDestroy()
  83. {
  84. base.OnDestroy();
  85. WorldTime.Reset();
  86. }
  87. public static void Pause()
  88. {
  89. Log.Info("Time Pause, Push " + Time.timeScale);
  90. WorldTime._timeScaleStack.Push(Time.timeScale);
  91. Time.timeScale = 0f;
  92. WorldTime.IsPausing = true;
  93. }
  94. public static void Resume()
  95. {
  96. if (WorldTime._timeScaleStack.Count == 0)
  97. {
  98. return;
  99. }
  100. Log.Info("Time Resume, Pop " + WorldTime._timeScaleStack.Peek());
  101. Time.timeScale = WorldTime._timeScaleStack.Pop();
  102. WorldTime.IsPausing = false;
  103. }
  104. public void TimeSlow(float slowTime, float slowScale)
  105. {
  106. if (WorldTime.IsPausing)
  107. {
  108. return;
  109. }
  110. this._slowEnd = Time.time + slowTime * slowScale;
  111. this.IsSlow = true;
  112. Time.timeScale = slowScale;
  113. this._slowRecover = (1f - slowScale) / 7f;
  114. }
  115. public void TimeSlowByFrameOn60Fps(int slowFrame, float slowScale)
  116. {
  117. this.TimeSlow((float)slowFrame / 60f, slowScale);
  118. }
  119. public void TimeFrozen(float second, WorldTime.FrozenArgs.FrozenType type = WorldTime.FrozenArgs.FrozenType.All, bool autoRecover = true)
  120. {
  121. this.TimeFrozenByFixedFrame(WorldTime.FixedSecondToFrame(second), type, autoRecover);
  122. }
  123. public void TimeFrozenByFixedFrame(int frame, WorldTime.FrozenArgs.FrozenType type = WorldTime.FrozenArgs.FrozenType.All, bool autoRecover = true)
  124. {
  125. if (frame == 0)
  126. {
  127. return;
  128. }
  129. this._frozeFrame = frame;
  130. if (!this.IsFrozen && this.FrozenEvent != null)
  131. {
  132. this._frozenArgs = new WorldTime.FrozenArgs(type, null);
  133. this.FrozenEvent(this, this._frozenArgs);
  134. }
  135. this._autoRecover = autoRecover;
  136. this.IsFrozen = true;
  137. }
  138. public void TimeFrozenByFixedFrame(int frame, GameObject frozenTarget)
  139. {
  140. if (frame == 0)
  141. {
  142. return;
  143. }
  144. this._frozeFrame = frame;
  145. if (!this.IsFrozen && this.FrozenEvent != null)
  146. {
  147. this._frozenArgs = new WorldTime.FrozenArgs(WorldTime.FrozenArgs.FrozenType.Target, frozenTarget);
  148. this.FrozenEvent(this, this._frozenArgs);
  149. }
  150. this._autoRecover = true;
  151. this.IsFrozen = true;
  152. }
  153. public void FrozenResume()
  154. {
  155. if (!this.IsFrozen)
  156. {
  157. return;
  158. }
  159. this.IsFrozen = false;
  160. if (this.ResumeEvent != null)
  161. {
  162. this.ResumeEvent(this, this._frozenArgs);
  163. }
  164. }
  165. public static float FrameToSecond(int frame)
  166. {
  167. return (float)frame / ((WorldTime.Fps <= 30f) ? 60f : WorldTime.Fps);
  168. }
  169. public static float FrameToFixedSecond(int frame)
  170. {
  171. return (float)frame * Time.fixedDeltaTime;
  172. }
  173. public static int SecondToFrame(float second)
  174. {
  175. if (second < 0f)
  176. {
  177. Log.Error("Seconds can not be negative");
  178. return 0;
  179. }
  180. return (int)(second * ((WorldTime.Fps <= 30f) ? 60f : WorldTime.Fps));
  181. }
  182. public static int FixedSecondToFrame(float second)
  183. {
  184. if (second < 0f)
  185. {
  186. Log.Error("Seconds can not be negative");
  187. return 0;
  188. }
  189. return (int)(second / Time.fixedDeltaTime);
  190. }
  191. public static Coroutine WaitForSecondsIgnoreTimeScale(float seconds)
  192. {
  193. return SingletonMono<WorldTime>.Instance.StartCoroutine(WorldTime.WaitForSecondsIgnoreTimeScaleCoroutine(seconds));
  194. }
  195. private static IEnumerator WaitForSecondsIgnoreTimeScaleCoroutine(float seconds)
  196. {
  197. for (float totalSeconds = 0f; totalSeconds < seconds; totalSeconds += Time.unscaledDeltaTime)
  198. {
  199. yield return null;
  200. }
  201. yield break;
  202. }
  203. public static void Reset()
  204. {
  205. WorldTime.IsPausing = false;
  206. WorldTime._timeScaleStack.Clear();
  207. Time.timeScale = 1f;
  208. }
  209. private static float _sceneStartTime;
  210. private static Stack<float> _timeScaleStack = new Stack<float>();
  211. private static readonly WorldTime.FramesPerSecond _fps = new WorldTime.FramesPerSecond();
  212. public const float TargetFps = 60f;
  213. private WorldTime.FrozenArgs _frozenArgs;
  214. private int _frozeFrame;
  215. private bool _autoRecover;
  216. private float _slowEnd;
  217. private float _slowRecover;
  218. public class FrozenArgs : EventArgs
  219. {
  220. public FrozenArgs(WorldTime.FrozenArgs.FrozenType type, GameObject target)
  221. {
  222. this.Type = type;
  223. this.Target = target;
  224. }
  225. public readonly WorldTime.FrozenArgs.FrozenType Type;
  226. public readonly GameObject Target;
  227. public enum FrozenType
  228. {
  229. Enemy,
  230. Player,
  231. All,
  232. Target
  233. }
  234. }
  235. private class FramesPerSecond
  236. {
  237. internal void Start()
  238. {
  239. this._lastInterval = Time.realtimeSinceStartup;
  240. this._physicsLastInterval = Time.realtimeSinceStartup;
  241. this._frames = 0;
  242. this._physicsFrames = 0;
  243. }
  244. internal void Update()
  245. {
  246. this._frames++;
  247. if (Time.realtimeSinceStartup > this._lastInterval + 0.5f)
  248. {
  249. this.Fps = (float)this._frames / (Time.realtimeSinceStartup - this._lastInterval);
  250. this._frames = 0;
  251. this._lastInterval = Time.realtimeSinceStartup;
  252. }
  253. }
  254. internal void FixedUpdate()
  255. {
  256. this._physicsFrames++;
  257. if (Time.realtimeSinceStartup > this._physicsLastInterval + 0.5f)
  258. {
  259. this.PhysicsFps = (float)this._physicsFrames / (Time.realtimeSinceStartup - this._physicsLastInterval);
  260. this._physicsFrames = 0;
  261. this._physicsLastInterval = Time.realtimeSinceStartup;
  262. }
  263. }
  264. private const float UpdateInterval = 0.5f;
  265. private float _lastInterval;
  266. private int _frames;
  267. internal float Fps;
  268. private const float PhysicsUpdateInterval = 0.5f;
  269. private float _physicsLastInterval;
  270. private int _physicsFrames;
  271. internal float PhysicsFps;
  272. }
  273. }