feat: time systems added
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118
Engine.Systems/Time/TimerBehaviour.cs
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118
Engine.Systems/Time/TimerBehaviour.cs
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Systems.Time;
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public class TimerBehaviour : Behaviour, ITimer
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{
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public event IReadOnlyTimer.TimerEventHandler? OnStarted = null;
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public event IReadOnlyTimer.TimerDeltaEventHandler? OnDelta = null;
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public event IReadOnlyTimer.TimerEventHandler? OnStopped = null;
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public event IReadOnlyTimer.TimerEventHandler? OnPaused = null;
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public event IReadOnlyTimer.TimerEventHandler? OnResumed = null;
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public TimerState State { get; protected set; } = TimerState.Idle;
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public double StartTime { get; protected set; } = 0f;
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public float Percentage => (float)(1f - (Remaining / StartTime));
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private double _remaining = 0f;
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public double Remaining
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{
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get => _remaining;
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protected set
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{
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if (value < .0f)
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value = .0f;
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_remaining = value;
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}
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}
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private bool shouldBeTicking = false;
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private bool hasStartedTickingBefore = false;
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public virtual void TimerStart(double time)
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{
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StartTime = time;
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Remaining = time;
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shouldBeTicking = true;
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hasStartedTickingBefore = false;
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if (IsActive)
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StartTimer();
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}
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public virtual void TimerStop()
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{
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if (!shouldBeTicking)
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return;
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shouldBeTicking = false;
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State = TimerState.Stopped;
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OnStopped?.Invoke(this);
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}
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protected override void OnUpdate()
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{
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if (State is not TimerState.Ticking)
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return;
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double delta = GameManager.Time.DeltaSpan.TotalSeconds;
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Remaining -= delta;
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OnDelta?.Invoke(this, delta);
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if (Remaining <= .0f)
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TimerStop();
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}
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protected override void OnEnteredHierarchy(IGameManager gameManager)
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{
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if (!shouldBeTicking || State is TimerState.Ticking)
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return;
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if (hasStartedTickingBefore)
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TimerResume();
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else
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StartTimer();
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}
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protected override void OnExitedHierarchy(IGameManager gameManager)
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{
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if (!shouldBeTicking || State is not TimerState.Ticking)
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return;
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TimerPause();
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}
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public virtual void TimerPause()
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{
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State = TimerState.Paused;
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OnPaused?.Invoke(this);
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}
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public virtual void TimerResume()
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{
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State = TimerState.Ticking;
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OnResumed?.Invoke(this);
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}
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private void StartTimer()
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{
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hasStartedTickingBefore = true;
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State = TimerState.Ticking;
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OnStarted?.Invoke(this);
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}
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protected override void OnFinalize()
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{
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StartTime = 0f;
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Remaining = 0f;
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State = TimerState.Idle;
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shouldBeTicking = false;
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hasStartedTickingBefore = false;
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}
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}
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