using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Utility;
///
/// Macht genau das was man erwartet: Schaltet je nach Uhrzeit alle Kinder an oder aus.
///
public class Zeitschaltuhr : MonoBehaviour, ISerializationCallbackReceiver
{
private TimeSpan _turnOnTimeSpan;
private TimeSpan _turnOffTimeSpan;
private float _activeTimeSpanInSeconds;
///
/// Die Dauer der Active-Time der Kinder in echten Sekunden
///
public float ActiveTimeSpanInSeconds => _activeTimeSpanInSeconds;
///
/// Ob die Kinder gerade aktiv sind oder nicht
///
public bool IsOn;
[SerializeField] private SimpleTime _turnOnTime;
[SerializeField] private SimpleTime _turnOffTime;
public SimpleTime TurnOnTime
{
get => _turnOnTime;
set
{
_turnOnTime = value;
_turnOnTimeSpan = _turnOnTime.ToTimeSpan();
}
}
public SimpleTime TurnOffTime
{
get => _turnOffTime;
set
{
_turnOffTime = value;
_turnOffTimeSpan = _turnOffTime.ToTimeSpan();
}
}
void Start()
{
CalculateOnTimeInSeconds();
UpdateOn();
}
void Update()
{
UpdateOn();
}
void UpdateOn()
{
if (_turnOnTimeSpan < _turnOffTimeSpan)
{
// beide Zeiten am selben Tag
bool wasOn = IsOn;
IsOn = TimeManager.Instance.TimeOfDay.IsBetween(_turnOnTimeSpan, _turnOffTimeSpan);
if (IsOn != wasOn)
{
UpdateChildren();
}
}
else
{
// Zeiten über Mitternacht
bool wasOn = IsOn;
IsOn = !TimeManager.Instance.TimeOfDay.IsBetween(_turnOffTimeSpan, _turnOnTimeSpan);
if (IsOn != wasOn)
{
UpdateChildren();
}
}
}
void UpdateChildren()
{
for (int i = 0; i < transform.childCount; i++)
{
transform.GetChild(i).gameObject.SetActive(IsOn);
}
}
public void OnBeforeSerialize()
{
}
public void OnAfterDeserialize()
{
_turnOnTimeSpan = _turnOnTime.ToTimeSpan();
_turnOffTimeSpan = _turnOffTime.ToTimeSpan();
}
private void CalculateOnTimeInSeconds()
{
TimeSpan turnOnTimeSpan = _turnOnTime.ToTimeSpan();
TimeSpan turnOffTimeSpan = _turnOffTime.ToTimeSpan();
float onDurationInSeconds;
if (turnOnTimeSpan < turnOffTimeSpan)
{
onDurationInSeconds = (float)(turnOffTimeSpan - turnOnTimeSpan).TotalSeconds;
}
else
{
TimeSpan fullDay = TimeSpan.FromHours(24);
onDurationInSeconds = (float)((fullDay - turnOnTimeSpan) + turnOffTimeSpan).TotalSeconds;
}
_activeTimeSpanInSeconds = onDurationInSeconds * ((float)TimeManager.Instance.SecondsPerDay / 86400f); // 86400 Sekunden pro Tag
}
}