private void Update()
        {
            if (_testDsdsDSTimer == null)
            {
                return;
            }

            Time.timeScale            = TimescaleSlider.value;
            _testDsdsDSTimer.isLooped = IsLoopedToggle.isOn;

            TimeElapsedText.text         = $"已用时间: {_testDsdsDSTimer.GetTimeElapsed():F2} seconds";
            TimeRemainingText.text       = $"剩余时间: {_testDsdsDSTimer.GetTimeRemaining():F2} seconds";
            PercentageCompletedText.text = $"完成百分比: {_testDsdsDSTimer.GetRatioComplete() * 100:F4}%";
            PercentageRemainingText.text = $"剩余百分比: {_testDsdsDSTimer.GetRatioRemaining() * 100:F4}%";
            NumberOfLoopsText.text       = $"循环次数: {_numLoops}";
            IsCancelledText.text         = $"是否取消: {_testDsdsDSTimer.isCancelled}";
            IsCompletedText.text         = $"是否执行: {_testDsdsDSTimer.isCompleted}";
            IsPausedText.text            = $"是否暂停: {_testDsdsDSTimer.isPaused}";
            IsDoneText.text = $"是否完成: {_testDsdsDSTimer.isDone}";

            PauseTimerButton.interactable  = !_testDsdsDSTimer.isPaused;
            ResumeTimerButton.interactable = _testDsdsDSTimer.isPaused;

            NeedsRestartText.gameObject.SetActive(ShouldShowRestartText());
        }