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https://github.com/Facepunch/sbox-public.git
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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
113 lines
4.6 KiB
C#
113 lines
4.6 KiB
C#
using System;
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using System.Runtime.InteropServices;
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namespace Sandbox;
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/// <summary>
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/// A convenience struct to easily measure time since an event last happened, based on <see cref="Time.Now"/>.<br/>
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/// <br/>
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/// Typical usage would see you assigning 0 to a variable of this type to reset the timer.
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/// Then the struct would return time since the last reset. i.e.:
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/// <code>
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/// TimeSince lastUsed = 0;
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/// if ( lastUsed > 10 ) { /*Do something*/ }
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/// </code>
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/// </summary>
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[Expose]
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[StructLayout( LayoutKind.Sequential )]
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public struct TimeSince : IEquatable<TimeSince>
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{
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float time;
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public static implicit operator float( TimeSince ts ) => Time.Now - ts.time;
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public static implicit operator TimeSince( float ts ) => new() { time = Time.Now - ts };
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public static bool operator <( in TimeSince ts, float f ) => ts.Relative < f;
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public static bool operator >( in TimeSince ts, float f ) => ts.Relative > f;
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public static bool operator <=( in TimeSince ts, float f ) => ts.Relative <= f;
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public static bool operator >=( in TimeSince ts, float f ) => ts.Relative >= f;
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public static bool operator <( in TimeSince ts, int f ) => ts.Relative < f;
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public static bool operator >( in TimeSince ts, int f ) => ts.Relative > f;
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public static bool operator <=( in TimeSince ts, int f ) => ts.Relative <= f;
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public static bool operator >=( in TimeSince ts, int f ) => ts.Relative >= f;
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/// <summary>
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/// Time at which the timer reset happened, based on <see cref="Time.Now"/>.
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/// </summary>
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public float Absolute => time;
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/// <summary>
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/// Time passed since last reset, in seconds.
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/// </summary>
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public float Relative => this;
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public override string ToString() => $"{Relative}";
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#region equality
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public static bool operator ==( TimeSince left, TimeSince right ) => left.Equals( right );
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public static bool operator !=( TimeSince left, TimeSince right ) => !(left == right);
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public override bool Equals( object obj ) => obj is TimeSince o && Equals( o );
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public readonly bool Equals( TimeSince o ) => this.time == o.time;
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public readonly override int GetHashCode() => time.GetHashCode();
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#endregion
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}
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/// <summary>
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/// A convenience struct to easily manage a time countdown, based on <see cref="Time.Now"/>.<br/>
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/// <br/>
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/// Typical usage would see you assigning to a variable of this type a necessary amount of seconds.
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/// Then the struct would return the time countdown, or can be used as a bool i.e.:
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/// <code>
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/// TimeUntil nextAttack = 10;
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/// if ( nextAttack ) { /*Do something*/ }
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/// </code>
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/// </summary>
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[Expose]
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[StructLayout( LayoutKind.Sequential )]
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public struct TimeUntil : IEquatable<TimeUntil>
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{
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private float time;
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private float startTime;
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public static implicit operator bool( TimeUntil ts ) => Time.Now >= ts.time;
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public static implicit operator float( TimeUntil ts ) => ts.time - Time.Now;
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public static bool operator <( in TimeUntil ts, float f ) => ts.Relative < f;
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public static bool operator >( in TimeUntil ts, float f ) => ts.Relative > f;
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public static bool operator <=( in TimeUntil ts, float f ) => ts.Relative <= f;
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public static bool operator >=( in TimeUntil ts, float f ) => ts.Relative >= f;
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public static bool operator <( in TimeUntil ts, int f ) => ts.Relative < f;
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public static bool operator >( in TimeUntil ts, int f ) => ts.Relative > f;
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public static bool operator <=( in TimeUntil ts, int f ) => ts.Relative <= f;
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public static bool operator >=( in TimeUntil ts, int f ) => ts.Relative >= f;
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public static implicit operator TimeUntil( float ts ) => new() { time = Time.Now + ts, startTime = Time.Now };
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/// <summary>
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/// Time to which we are counting down to, based on <see cref="Time.Now"/>.
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/// </summary>
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public float Absolute => time;
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/// <summary>
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/// The actual countdown, in seconds.
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/// </summary>
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public float Relative => this;
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/// <summary>
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/// Amount of seconds passed since the countdown started.
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/// </summary>
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public float Passed => (Time.Now - startTime);
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/// <summary>
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/// The countdown, but as a fraction, i.e. a value from 0 (start of countdown) to 1 (end of countdown)
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/// </summary>
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public float Fraction => Math.Clamp( (Time.Now - startTime) / (time - startTime), 0.0f, 1.0f );
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public override string ToString() => $"{Relative}";
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#region equality
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public static bool operator ==( TimeUntil left, TimeUntil right ) => left.Equals( right );
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public static bool operator !=( TimeUntil left, TimeUntil right ) => !(left == right);
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public readonly override bool Equals( object obj ) => obj is TimeUntil o && Equals( o );
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public readonly bool Equals( TimeUntil o ) => time == o.time;
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public readonly override int GetHashCode() => HashCode.Combine( time );
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#endregion
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}
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