refactor!: removed noise from class names
Renamed classes with names XBehaviour to X
This commit is contained in:
117
Engine.Systems/Time/Timer.cs
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117
Engine.Systems/Time/Timer.cs
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using Syntriax.Engine.Core;
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namespace Syntriax.Engine.Systems.Time;
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public class Timer : Behaviour, IUpdate, ITimer
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{
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public Event<IReadOnlyTimer> OnStarted { get; } = new();
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public Event<IReadOnlyTimer, IReadOnlyTimer.TimerDeltaArguments> OnDelta { get; } = new();
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public Event<IReadOnlyTimer> OnStopped { get; } = new();
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public Event<IReadOnlyTimer> OnPaused { get; } = new();
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public Event<IReadOnlyTimer> OnResumed { get; } = new();
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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 Start(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 Stop()
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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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public void Update()
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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 = Universe.Time.DeltaSpan.TotalSeconds;
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Remaining -= delta;
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OnDelta?.Invoke(this, new(delta));
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if (Remaining <= .0f)
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Stop();
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}
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protected override void OnEnteredUniverse(IUniverse universe)
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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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Resume();
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else
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StartTimer();
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}
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protected override void OnExitedUniverse(IUniverse universe)
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{
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if (!shouldBeTicking || State is not TimerState.Ticking)
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return;
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Pause();
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}
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public virtual void Pause()
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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 Resume()
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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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