using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SyncTime : MonoBehaviour {

public static DateTime UtcNow { get { return DateTime.UtcNow.AddSeconds(DeltaTime); } }
//public static DateTime Now { get { return DateTime.Now.AddSeconds(DeltaTime); } }

private static double DeltaTime = 0;
private static double ServerTime = 0; //服务器现在的时间戳
private static double ValidStartGameTime = 0; //游戏启动的时间

//同步服务器时间
public static void Sync(long time)
{
ValidStartGameTime = Time.realtimeSinceStartup;

DateTime dt = new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Unspecified).AddSeconds(time);
DeltaTime = (dt - DateTime.UtcNow).TotalSeconds;
ServerTime = time;
}

//剩余时间
public static TimeSpan GetLeftTime(long validTime)
{
DateTime date1970 = new DateTime(1970, 1, 1, 0, 0, 0);
date1970 = date1970.ToLocalTime();
//TimeSpan ts = date1970.AddSeconds((double)validTime).Subtract(SyncTime.UtcNow);

TimeSpan ts = date1970.AddSeconds((double)validTime).Subtract(GetSystemTime());
return ts;
}

//当前服务器时间
public static DateTime GetSystemTime()
{
DateTime date1970 = new DateTime(1970, 1, 1, 0, 0, 0);
date1970 = date1970.ToLocalTime();
DateTime dateTime = date1970.AddSeconds((double)ServerTime).AddSeconds((double)(Time.realtimeSinceStartup - ValidStartGameTime));
return dateTime;
}


// 时间戳 转换为时间 毫秒
public static DateTime MilliStampToDateTime(string timeStamp)
{
DateTime startTime = TimeZone.CurrentTimeZone.ToLocalTime(new DateTime(1970, 1, 1));
long mTime = long.Parse(timeStamp + "0000");
//long mTime = long.Parse(timeStamp);
TimeSpan toNow = new TimeSpan(mTime);
//Debug.Log("\n 当前时间为:" + startTime.Add(toNow).ToString("yyyy/MM/dd HH:mm:ss:ffff"));
Debug.Log("\n 当前时间为:" + startTime.Add(toNow).ToString("yyyy/MM/dd HH:mm:ss"));
return startTime.Add(toNow);
}

// 时间转时间戳 毫秒
public static string DateTimeToStampMilli(DateTime now)
{
DateTime startTime = TimeZone.CurrentTimeZone.ToLocalTime(new DateTime(1970, 1, 1)); // 当地时区
long timeStamp = (long)(now - startTime).TotalMilliseconds; // 相差毫秒数
//long timeStamp = (long)(now - startTime).TotalSeconds; // 相差毫秒数
Debug.Log("\n 当前 时间戳为:" + timeStamp);
return timeStamp.ToString();
}

public static long DateTime2Stamp(DateTime now)
{
System.DateTime startTime = TimeZone.CurrentTimeZone.ToLocalTime(new System.DateTime(1970, 1, 1)); // 当地时区
long timeStamp = (long)(now - startTime).TotalSeconds; // 相差秒数
return timeStamp;
}

public static DateTime Stamp2DataTime(long stamp)
{
System.DateTime startTime = TimeZone.CurrentTimeZone.ToLocalTime(new System.DateTime(1970, 1, 1)); // 当地时区
DateTime dt = startTime.AddSeconds(stamp);
return dt;
}

public static long Server2Stamp(string dateTime)
{
long ret = 0;
string[] bufBig = dateTime.Split('T');

string[] bufDate = bufBig[0].Split('-');

string[] bufTime = bufBig[1].Split(':');

string[] second = bufTime[2].Split('.');
DateTime date = new DateTime(int.Parse(bufDate[0]), int.Parse(bufDate[1]), int.Parse(bufDate[2]), int.Parse(bufTime[0]), int.Parse(bufTime[1]), int.Parse(second[0]));

ret = DateTime2Stamp(date);
return ret;
}

}

1.游戏启动,请求到服务器时间
可能各个语言的DateTime 的时间格式对不上,这里就先手动string转C#的datatime

SyncTime.Sync(SyncTime.Server2Stamp(ret.time));

2.当前服务器时间:时间戳格式

long curServerTime = SyncTime.DateTime2Stamp(SyncTime.GetSystemTime());

3.得到当前服务器时间距离截止时间戳的剩余时间

TimeSpan left = SyncTime.GetLeftTime(m_endTime);