using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class WaterUsedValue : MonoBehaviour {
///
/// 已用水量统计
///
public static event Func getAllUsedWater;
private FloatData data = new FloatData(0);
private void OnEnable()
{
data.Clear();
if(getAllUsedWater != null)
{
data = getAllUsedWater(data);
}
GetComponent().text = data.value > 1000 ? Math.Round(data.value / 1000,2).ToString() + " T" : Math.Round(data.value,2).ToString() + " L";
StartCoroutine(GetUsedWaterOnInternal());
}
private void OnDisable()
{
StopCoroutine(GetUsedWaterOnInternal());
}
IEnumerator GetUsedWaterOnInternal()
{
while (true)
{
yield return new WaitForSeconds(1.0f);
data.Clear();
if (getAllUsedWater != null)
{
data = getAllUsedWater(data);
}
GetComponent().text = data.value > 1000 ? Math.Round(data.value / 1000, 2).ToString() + " T" : Math.Round(data.value, 2).ToString() + " L";
}
}
}