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WACVR/Assets/Script/Configuration/ValueManager.cs

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2022-10-03 02:04:54 +02:00
using System.Collections;
using System;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
using TMPro;
public class ValueManager : MonoBehaviour
{
TMP_Text tmp;
public float Value;
float tempValue;
public bool isPointerDown = false;
public UnityEvent onValueChanged = new UnityEvent();
void Start()
{
tmp = GetComponent<TMP_Text>();
ConfigManager.EnsureInitialization();
onValueChanged.AddListener(UpdateText);
}
void Update()
{
if (isPointerDown)
{
ChangeValueContinue(tempValue);
}
}
public void ChangeValueContinue(float _value)
{
tempValue = _value;
Value += Time.deltaTime * _value;
isPointerDown = true;
onValueChanged?.Invoke();
}
public void PointerState(bool state)
{
isPointerDown = state;
}
public void ResetValue()
{
Value = 0;
onValueChanged?.Invoke();
}
public void UpdateText()
{
tmp.text = String.Format("{0:F2}", Value);
}
}