feat: time systems added
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b73c9ed0ae
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18
Engine.Systems/Time/IReadOnlyStopwatch.cs
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18
Engine.Systems/Time/IReadOnlyStopwatch.cs
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namespace Syntriax.Engine.Systems.Time;
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public interface IReadOnlyStopwatch
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{
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event StopwatchEventHandler? OnStarted;
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event StopwatchDeltaEventHandler? OnDelta;
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event StopwatchEventHandler? OnStopped;
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double Time { get; }
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TimerState State { get; }
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event StopwatchEventHandler? OnPaused;
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event StopwatchEventHandler? OnResumed;
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delegate void StopwatchEventHandler(IReadOnlyStopwatch sender);
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delegate void StopwatchDeltaEventHandler(IReadOnlyStopwatch sender, double delta);
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}
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11
Engine.Systems/Time/IReadOnlyTicker.cs
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11
Engine.Systems/Time/IReadOnlyTicker.cs
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namespace Syntriax.Engine.Systems.Time;
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public interface IReadOnlyTicker : IReadOnlyStopwatch
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{
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event TickerTickEventHandler? OnTick;
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int TickCounter { get; }
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double TickPeriod { get; set; }
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delegate void TickerTickEventHandler(IReadOnlyTicker sender);
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}
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22
Engine.Systems/Time/IReadOnlyTimer.cs
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22
Engine.Systems/Time/IReadOnlyTimer.cs
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namespace Syntriax.Engine.Systems.Time;
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public interface IReadOnlyTimer
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{
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event TimerEventHandler? OnStarted;
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event TimerDeltaEventHandler? OnDelta;
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event TimerEventHandler? OnStopped;
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event TimerEventHandler? OnPaused;
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event TimerEventHandler? OnResumed;
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double StartTime { get; }
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double Remaining { get; }
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float Percentage { get; }
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TimerState State { get; }
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delegate void TimerEventHandler(IReadOnlyTimer sender);
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delegate void TimerDeltaEventHandler(IReadOnlyTimer sender, double delta);
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}
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10
Engine.Systems/Time/IStopwatch.cs
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10
Engine.Systems/Time/IStopwatch.cs
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namespace Syntriax.Engine.Systems.Time;
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public interface IStopwatch : IReadOnlyStopwatch
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{
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void StopwatchStart();
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void StopwatchStop();
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void StopwatchPause();
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void StopwatchResume();
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}
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11
Engine.Systems/Time/ITicker.cs
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11
Engine.Systems/Time/ITicker.cs
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namespace Syntriax.Engine.Systems.Time;
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public interface ITicker : IStopwatch
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{
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event TickerTickEventHandler? OnTick;
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int TickCounter { get; }
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double TickPeriod { get; set; }
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delegate void TickerTickEventHandler(ITicker sender);
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}
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10
Engine.Systems/Time/ITimer.cs
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10
Engine.Systems/Time/ITimer.cs
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namespace Syntriax.Engine.Systems.Time;
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public interface ITimer : IReadOnlyTimer
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{
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void TimerStart(double time);
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void TimerStop();
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void TimerPause();
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void TimerResume();
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}
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99
Engine.Systems/Time/StopwatchBehaviour.cs
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99
Engine.Systems/Time/StopwatchBehaviour.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 StopwatchBehaviour : Behaviour, IStopwatch
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{
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public event IReadOnlyStopwatch.StopwatchEventHandler? OnStarted = null;
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public event IReadOnlyStopwatch.StopwatchDeltaEventHandler? OnDelta = null;
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public event IReadOnlyStopwatch.StopwatchEventHandler? OnStopped = null;
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public event IReadOnlyStopwatch.StopwatchEventHandler? OnPaused = null;
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public event IReadOnlyStopwatch.StopwatchEventHandler? OnResumed = null;
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public double Time { get; protected set; } = 0f;
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public TimerState State { get; protected set; } = TimerState.Idle;
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private bool shouldBeTicking = false;
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private bool hasStartedTickingBefore = false;
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public virtual void StopwatchStart()
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{
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Time = 0f;
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shouldBeTicking = true;
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hasStartedTickingBefore = false;
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if (IsActive)
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StartStopwatch();
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}
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public virtual void StopwatchStop()
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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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Time += delta;
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OnDelta?.Invoke(this, delta);
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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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StopwatchResume();
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else
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StartStopwatch();
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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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StopwatchPause();
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}
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public virtual void StopwatchPause()
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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 StopwatchResume()
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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 StartStopwatch()
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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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Time = 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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38
Engine.Systems/Time/TickerBehaviour.cs
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38
Engine.Systems/Time/TickerBehaviour.cs
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namespace Syntriax.Engine.Systems.Time;
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public class TickerBehaviour : StopwatchBehaviour, ITicker
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{
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public event ITicker.TickerTickEventHandler? OnTick = null;
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public double TickPeriod { get; set; } = 1f;
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public int TickCounter { get; private set; } = 0;
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private double nextTick = 0f;
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public override void StopwatchStart()
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{
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TickCounter = 0;
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base.StopwatchStart();
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nextTick = Time + TickPeriod;
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}
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protected override void OnUpdate()
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{
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base.OnUpdate();
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if (Time < nextTick)
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return;
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nextTick += TickPeriod;
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TickCounter++;
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OnTick?.Invoke(this);
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}
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protected override void OnFinalize()
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{
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base.OnFinalize();
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TickCounter = 0;
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nextTick = 0f;
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}
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}
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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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9
Engine.Systems/Time/TimerState.cs
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9
Engine.Systems/Time/TimerState.cs
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namespace Syntriax.Engine.Systems.Time;
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public enum TimerState
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{
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Idle,
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Ticking,
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Paused,
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Stopped
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}
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