Files
sbox-public/engine/Sandbox.System/Time/RealTimeSince.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

108 lines
4.8 KiB
C#

namespace Sandbox
{
/// <summary>
/// A convenience struct to easily measure time since an event last happened, based on <see cref="RealTime.GlobalNow"/>.<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>
/// RealTimeSince lastUsed = 0;
/// if ( lastUsed > 10 ) { /*Do something*/ }
/// </code>
/// </summary>
public struct RealTimeSince : IEquatable<RealTimeSince>
{
double time;
public static implicit operator float( RealTimeSince ts ) => (float)(RealTime.GlobalNow - ts.time);
public static implicit operator RealTimeSince( float ts ) => new() { time = RealTime.GlobalNow - ts };
public static bool operator <( in RealTimeSince ts, float f ) => ts.Relative < f;
public static bool operator >( in RealTimeSince ts, float f ) => ts.Relative > f;
public static bool operator <=( in RealTimeSince ts, float f ) => ts.Relative <= f;
public static bool operator >=( in RealTimeSince ts, float f ) => ts.Relative >= f;
public static bool operator <( in RealTimeSince ts, int f ) => ts.Relative < f;
public static bool operator >( in RealTimeSince ts, int f ) => ts.Relative > f;
public static bool operator <=( in RealTimeSince ts, int f ) => ts.Relative <= f;
public static bool operator >=( in RealTimeSince ts, int f ) => ts.Relative >= f;
/// <summary>
/// Time at which the timer reset happened, based on <see cref="RealTime.GlobalNow"/>.
/// </summary>
public double 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 ==( RealTimeSince left, RealTimeSince right ) => left.Equals( right );
public static bool operator !=( RealTimeSince left, RealTimeSince right ) => !(left == right);
public override bool Equals( object obj ) => obj is RealTimeSince o && Equals( o );
public bool Equals( RealTimeSince o ) => time == o.time;
public readonly override int GetHashCode() => HashCode.Combine( time );
#endregion
}
/// <summary>
/// A convenience struct to easily manage a time countdown, based on <see cref="RealTime.GlobalNow"/>.<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>
/// RealTimeUntil nextAttack = 10;
/// if ( nextAttack ) { /*Do something*/ }
/// </code>
/// </summary>
public struct RealTimeUntil : IEquatable<RealTimeUntil>
{
double time;
double startTime;
public static implicit operator bool( RealTimeUntil ts ) => RealTime.GlobalNow >= ts.time;
public static implicit operator float( RealTimeUntil ts ) => (float)(ts.time - RealTime.GlobalNow);
public static implicit operator RealTimeUntil( float ts ) => new() { time = RealTime.GlobalNow + ts, startTime = RealTime.GlobalNow };
public static bool operator <( in RealTimeUntil ts, float f ) => ts.Relative < f;
public static bool operator >( in RealTimeUntil ts, float f ) => ts.Relative > f;
public static bool operator <=( in RealTimeUntil ts, float f ) => ts.Relative <= f;
public static bool operator >=( in RealTimeUntil ts, float f ) => ts.Relative >= f;
public static bool operator <( in RealTimeUntil ts, int f ) => ts.Relative < f;
public static bool operator >( in RealTimeUntil ts, int f ) => ts.Relative > f;
public static bool operator <=( in RealTimeUntil ts, int f ) => ts.Relative <= f;
public static bool operator >=( in RealTimeUntil ts, int f ) => ts.Relative >= f;
/// <summary>
/// Time to which we are counting down to, based on <see cref="RealTime.GlobalNow"/>.
/// </summary>
public double Absolute => time;
/// <summary>
/// The actual countdown, in seconds.
/// </summary>
public double Relative => this;
/// <summary>
/// Amount of seconds passed since the countdown started.
/// </summary>
public double Passed => (RealTime.GlobalNow - startTime);
/// <summary>
/// The countdown, but as a fraction, i.e. a value from 0 (start of countdown) to 1 (end of countdown)
/// </summary>
public double Fraction => Math.Clamp( (RealTime.GlobalNow - startTime) / (time - startTime), 0.0f, 1.0f );
public override string ToString() => $"{Relative}";
#region equality
public static bool operator ==( RealTimeUntil left, RealTimeUntil right ) => left.Equals( right );
public static bool operator !=( RealTimeUntil left, RealTimeUntil right ) => !(left == right);
public readonly override bool Equals( object obj ) => obj is RealTimeUntil o && Equals( o );
public readonly bool Equals( RealTimeUntil o ) => time == o.time;
public readonly override int GetHashCode() => HashCode.Combine( time );
#endregion
}
}