using Framework;
using System;
using TMPro;
using UnityEngine;
///
/// 控制高级账户剩余天数UI的显示和更新
///
public class PremiumRemainingDaysUI : MonoBehaviour
{
[Header("显示剩余天数的文本组件")]
[SerializeField] private TextMeshProUGUI remainingDaysText;
private void OnEnable()
{
EventManager.Instance.Register(EventManager.EventName.PremiumStatusRefresh, OnPremiumStatusChanged);
EventManager.Instance.Send(EventManager.EventName.RequestPremiumStatus);
}
private void OnDisable()
{
EventManager.Instance.Unregister(EventManager.EventName.PremiumStatusRefresh, OnPremiumStatusChanged);
CancelInvoke(nameof(UpdateDaily));
}
private void OnPremiumStatusChanged(PremiumStatusChangedEvent eventData)
{
if (eventData.IsActivated && eventData.ExpirationTimestamp > 0)
{
gameObject.transform.localScale = Vector3.one;
UpdateRemainingDays(eventData.RemainingSeconds);
// 为了防止重复调用,先取消之前的
CancelInvoke(nameof(UpdateDaily));
// 安排一个每日更新任务,在第二天的零点过1秒后触发
DateTime now = DateTime.Now;
DateTime tomorrow = now.AddDays(1).Date;
double secondsUntilTomorrow = (tomorrow - now).TotalSeconds;
Invoke(nameof(UpdateDaily), (float)secondsUntilTomorrow + 1);
}
else
{
gameObject.transform.localScale = Vector3.zero;
CancelInvoke(nameof(UpdateDaily));
}
}
///
/// 每日自动更新的函数
///
private void UpdateDaily()
{
// 重新请求一下最新状态,保证数据准确性,并重新安排下一次更新
EventManager.Instance.Send(EventManager.EventName.RequestPremiumStatus);
}
///
/// 根据剩余时间(秒)更新UI
///
private void UpdateRemainingDays(long remainingSeconds)
{
if (remainingDaysText == null) return;
TimeSpan remainingTime = TimeSpan.FromSeconds(remainingSeconds);
// 向上取整,例如剩余1.1天,也算作2天。如果小于0则为0。
int days = Math.Max(0, (int)Math.Ceiling(remainingTime.TotalDays));
int hours = remainingTime.Hours;
if (days > 0)
{
remainingDaysText.text = StringManager.Instance.GetLocalizeTextByKeyAndParams("PremiumPerk_Remain_Day", days);
}
else
{
remainingDaysText.text = StringManager.Instance.GetLocalizeTextByKeyAndParams("PremiumPerk_Remain_Hour", hours);
}
}
}