mirror of
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85 lines
2.7 KiB
C#
85 lines
2.7 KiB
C#
// Copyright (c) 2025-2026 GeWuYou
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// SPDX-License-Identifier: Apache-2.0
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using GFramework.Core.Abstractions.Coroutine;
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namespace GFramework.Godot.Coroutine;
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/// <summary>
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/// Godot 时间源实现,用于为协程调度器提供缩放时间或真实时间数据。
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/// </summary>
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/// <param name="timeProvider">
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/// 时间提供函数。
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/// 在默认模式下该函数返回“本帧增量”;在绝对时间模式下该函数返回“当前绝对时间(秒)”。
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/// </param>
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/// <param name="useAbsoluteTime">
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/// 是否把 <paramref name="timeProvider" /> 返回值解释为绝对时间。
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/// 启用后,<see cref="Update" /> 会通过相邻两次读数计算 <see cref="DeltaTime" />。
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/// </param>
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public sealed class GodotTimeSource(Func<double> timeProvider, bool useAbsoluteTime = false) : ITimeSource
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{
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private readonly Func<double> _timeProvider = timeProvider ?? throw new ArgumentNullException(nameof(timeProvider));
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private bool _initialized;
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private double _lastAbsoluteTime;
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/// <summary>
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/// 获取当前累计时间。
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/// </summary>
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public double CurrentTime { get; private set; }
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/// <summary>
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/// 获取上一帧的时间增量。
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/// </summary>
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public double DeltaTime { get; private set; }
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/// <summary>
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/// 更新时间源,计算新的时间增量与累计时间。
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/// </summary>
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public void Update()
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{
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var value = _timeProvider();
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if (useAbsoluteTime)
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{
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if (!_initialized)
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{
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_initialized = true;
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_lastAbsoluteTime = value;
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CurrentTime = value;
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DeltaTime = 0;
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return;
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}
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// 对绝对时间源做单调钳制,避免 provider 回拨后把 CurrentTime 也拉回去。
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var nextTime = Math.Max(value, _lastAbsoluteTime);
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DeltaTime = nextTime - _lastAbsoluteTime;
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_lastAbsoluteTime = nextTime;
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CurrentTime = nextTime;
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return;
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}
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DeltaTime = value;
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CurrentTime += DeltaTime;
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}
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/// <summary>
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/// 创建基于 Godot 单调时钟的真实时间源。
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/// </summary>
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/// <returns>返回一个不受场景暂停与时间缩放影响的时间源实例。</returns>
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public static GodotTimeSource CreateRealtime()
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{
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return new GodotTimeSource(
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() => Time.GetTicksUsec() / 1_000_000.0,
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useAbsoluteTime: true);
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}
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/// <summary>
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/// 重置时间源到初始状态。
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/// </summary>
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public void Reset()
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{
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CurrentTime = 0;
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DeltaTime = 0;
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_initialized = false;
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_lastAbsoluteTime = 0;
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}
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} |