/// Credit SimonDarksideJ /// Sourced from my head using UnityEngine.Events; using UnityEngine.EventSystems; namespace UnityEngine.UI.Extensions { [AddComponentMenu("UI/Extensions/Cooldown Button")] public class CooldownButton : MonoBehaviour, IPointerDownHandler { #region Sub-Classes [System.Serializable] public class CooldownButtonEvent : UnityEvent { } #endregion #region Private variables [SerializeField] private float cooldownTimeout; [SerializeField] private float cooldownSpeed = 1; [SerializeField][ReadOnly] private bool cooldownActive; [SerializeField][ReadOnly] private bool cooldownInEffect; [SerializeField][ReadOnly] private float cooldownTimeElapsed; [SerializeField][ReadOnly] private float cooldownTimeRemaining; [SerializeField][ReadOnly] private int cooldownPercentRemaining; [SerializeField][ReadOnly] private int cooldownPercentComplete; PointerEventData buttonSource; #endregion #region Public Properties public float CooldownTimeout { get { return cooldownTimeout; } set { cooldownTimeout = value; } } public float CooldownSpeed { get { return cooldownSpeed; } set { cooldownSpeed = value; } } public bool CooldownInEffect { get { return cooldownInEffect; } } public bool CooldownActive { get { return cooldownActive; } set { cooldownActive = value; } } public float CooldownTimeElapsed { get { return cooldownTimeElapsed; } set { cooldownTimeElapsed = value; } } public float CooldownTimeRemaining { get { return cooldownTimeRemaining; } } public int CooldownPercentRemaining { get { return cooldownPercentRemaining; } } public int CooldownPercentComplete { get { return cooldownPercentComplete; } } #endregion #region Events [Tooltip("Event that fires when a button is initially pressed down")] public CooldownButtonEvent OnCooldownStart; [Tooltip("Event that fires when a button is released")] public CooldownButtonEvent OnButtonClickDuringCooldown; [Tooltip("Event that continually fires while a button is held down")] public CooldownButtonEvent OnCoolDownFinish; #endregion #region Update // Update is called once per frame void Update() { if (CooldownActive) { cooldownTimeRemaining -= Time.deltaTime * cooldownSpeed; cooldownTimeElapsed = CooldownTimeout - CooldownTimeRemaining; if (cooldownTimeRemaining < 0) { StopCooldown(); } else { cooldownPercentRemaining = (int)(100 * cooldownTimeRemaining * CooldownTimeout / 100); cooldownPercentComplete = (int)((CooldownTimeout - cooldownTimeRemaining) / CooldownTimeout * 100); } } } #endregion #region Public Methods /// /// Pause Cooldown without resetting values, allows Restarting of cooldown /// public void PauseCooldown() { if (CooldownInEffect) { CooldownActive = false; } } /// /// Restart a paused cooldown /// public void RestartCooldown() { if (CooldownInEffect) { CooldownActive = true; } } /// /// Stop a running Cooldown and reset all values /// public void StopCooldown() { cooldownTimeElapsed = CooldownTimeout; cooldownTimeRemaining = 0; cooldownPercentRemaining = 0; cooldownPercentComplete = 100; cooldownActive = cooldownInEffect = false; if (OnCoolDownFinish != null) OnCoolDownFinish.Invoke(buttonSource.button); } /// /// Stop a running Cooldown and retain current values /// public void CancelCooldown() { cooldownActive = cooldownInEffect = false; } #endregion #region IPointerDownHandler void IPointerDownHandler.OnPointerDown(PointerEventData eventData) { buttonSource = eventData; if (CooldownInEffect) { if (OnButtonClickDuringCooldown != null) OnButtonClickDuringCooldown.Invoke(eventData.button); } if (!CooldownInEffect) { if(OnCooldownStart != null) OnCooldownStart.Invoke(eventData.button); cooldownTimeRemaining = cooldownTimeout; cooldownActive = cooldownInEffect = true; } } #endregion } }