Files
sbox-public/engine/Sandbox.Engine/Utility/TimeSince.cs
s&box team 71f266059a Open source release
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00

113 lines
4.6 KiB
C#

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