SM.Core: + Particle System + scriptable system for scripts ~ Moved Texts- and Particles-namespace to SM.Base.Drawing ~ Changed how you tell the stopwatch to pause. (From method to property) ~ Fixed Randomize.GetFloat(min, max) ~ Now automaticly adds the DrawingBase.Transformation to DrawContext.ModelMatrix. No need to change DrawContext.Instances[0], anymore. SM.OGL: + "one-file-shader"-support SM2D: + DrawParticles (Control for Texture and Color not there yet) ~ Changed coordnate system to upper-right as (1,1) ~ Changed default shader to "one-file-shader"
112 lines
No EOL
2.6 KiB
C#
112 lines
No EOL
2.6 KiB
C#
#region usings
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using System;
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using System.Collections.Generic;
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using SM.Base.Contexts;
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#endregion
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namespace SM.Base.Time
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{
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/// <summary>
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/// Represents a stopwatch.
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/// </summary>
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public class Stopwatch
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{
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private static List<Stopwatch> _activeStopwatches = new List<Stopwatch>();
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private bool _paused = false;
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public bool Active { get; private set; } = false;
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public bool Paused
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{
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get => _paused;
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set
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{
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if (value)
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Pause();
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else
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Resume();
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}
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}
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public bool Running => Active && !Paused;
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/// <summary>
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/// Contains how much time already has passed. (in seconds)
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/// </summary>
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public float Elapsed { get; protected set; }
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/// <summary>
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/// Contains the TimeSpan of how much time already passed.
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/// </summary>
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public TimeSpan ElapsedSpan { get; protected set; }
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/// <summary>
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/// Starts the stopwatch.
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/// </summary>
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public virtual void Start()
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{
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if (Active) return;
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_activeStopwatches.Add(this);
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Active = true;
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}
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/// <summary>
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/// Performs a tick.
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/// </summary>
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/// <param name="context"></param>
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private protected virtual void Tick(UpdateContext context)
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{
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Elapsed += context.Deltatime;
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ElapsedSpan = TimeSpan.FromSeconds(Elapsed);
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}
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/// <summary>
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/// Resumes the timer.
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/// </summary>
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protected virtual void Resume()
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{
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_paused = false;
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}
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/// <summary>
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/// Pauses the timer.
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/// </summary>
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protected virtual void Pause()
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{
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_paused = true;
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}
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/// <summary>
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/// Stops the stopwatch.
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/// </summary>
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public virtual void Stop()
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{
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if (!Active) return;
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Active = false;
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_activeStopwatches.Remove(this);
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}
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/// <summary>
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/// Resets the stopwatch.
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/// </summary>
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public void Reset()
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{
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Elapsed = 0;
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}
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internal static void PerformTicks(UpdateContext context)
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{
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for (var i = 0; i < _activeStopwatches.Count; i++)
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{
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if (_activeStopwatches[i].Paused) continue;
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_activeStopwatches[i].Tick(context);
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}
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}
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}
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} |