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using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TinyCountDown :Singleton<TinyCountDown>
{
private Dictionary<string, float> m_CountDown = new Dictionary<string, float>();
public TinyCountDown()
{
}
public void Set(string key, float time)
{
if (!m_CountDown.ContainsKey(key))
{
m_CountDown.Add(key, time);
}
else
{
m_CountDown[key] = time;
}
}
public float Get(string key)
{
if (m_CountDown.ContainsKey(key))
{
return m_CountDown[key];
}
return 0;
}
public void Update()
{
List<string> keys = new List<string>(m_CountDown.Keys);
foreach (var key in keys)
{
m_CountDown[key] -= Time.deltaTime;
if(m_CountDown[key] <= 0)
{
m_CountDown.Remove(key);
}
}
}
}
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