using TMPro;
using UnityEngine;
using Game;
using Music;
using Player;
using UnityEngine.UI;
namespace Game
{
///
/// This class manages the game's countdown timer.
/// It starts, updates, and stops the timer, and ends the game when time runs out.
///
public class GameTimer : MonoBehaviour
{
///
/// The starting time for the timer, in seconds.
///
public float startTime = 180f;
///
/// The time remaining on the timer, in seconds.
///
private float timeRemaining;
///
/// Indicates whether the timer is currently running.
///
private bool timerRunning = false;
///
/// The UI text element that displays the timer.
///
public Text timerText;
///
/// The TextMeshPro element that displays the timer.
///
[SerializeField] private TextMeshProUGUI timer;
///
/// Sets up the timer when the game starts.
///
private void Start()
{
// Set the timer to the starting time and display the initial value
timeRemaining = startTime;
timer.text = "3:00.00";
UpdateTimerDisplay();
}
///
/// Updates the timer every frame to show the time remaining.
///
private void Update()
{
if (timerRunning)
{
// Decrease the time remaining
timeRemaining -= Time.deltaTime;
// Stop the timer if time runs out
if (timeRemaining <= 0)
{
timeRemaining = 0;
timerRunning = false;
OnTimerEnd();
}
// Update the timer display
UpdateTimerDisplay();
}
}
///
/// Starts the timer if it is not already running.
///
public void StartTimer()
{
if (!timerRunning)
{
// Reset the timer and start it
timeRemaining = startTime;
timerRunning = true;
}
}
///
/// Updates the timer display to show the current time remaining.
///
private void UpdateTimerDisplay()
{
// Calculate minutes and seconds from the remaining time
int minutes = Mathf.FloorToInt(timeRemaining / 60);
int seconds = Mathf.FloorToInt(timeRemaining % 60);
// Format the time as "MM:SS" and update the UI
timer.text = string.Format("{0}:{1:D2}", minutes, seconds);
}
///
/// Ends the game when the timer reaches zero.
///
private void OnTimerEnd()
{
// Notify the GameManager that the game is over
GameManager.Instance.GameOver();
}
}
}