remove time dilation priority system in favor of averaging
parent
71846a9a09
commit
f05b7f725d
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@ -1,15 +0,0 @@
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using System;
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namespace Encompass
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{
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[AttributeUsage(AttributeTargets.Class)]
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public class TimeDilationPriority : Attribute
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{
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public int timeDilationPriority;
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public TimeDilationPriority(int timeDilationPriority)
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{
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this.timeDilationPriority = timeDilationPriority;
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}
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}
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}
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@ -27,7 +27,6 @@ namespace Encompass
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/// <summary>
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/// <summary>
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/// Used when activating time dilation. Lower priority overrides higher priority.
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/// Used when activating time dilation. Lower priority overrides higher priority.
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/// </summary>
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/// </summary>
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internal int? timeDilationPriority = null;
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private EntityManager entityManager;
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private EntityManager entityManager;
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private MessageManager messageManager;
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private MessageManager messageManager;
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@ -139,9 +138,9 @@ namespace Encompass
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/// <summary>
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/// <summary>
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/// Returns true if an Entity with the specified ID exists.
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/// Returns true if an Entity with the specified ID exists.
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/// </summary>
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/// </summary>
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internal bool EntityExists(Guid entityID)
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protected bool EntityExists(Entity entity)
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{
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{
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return entityManager.EntityExists(entityID);
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return entityManager.EntityExists(entity.ID);
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}
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}
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/// <summary>
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/// <summary>
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@ -699,15 +698,10 @@ namespace Encompass
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componentManager.MarkForRemoval(componentID);
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componentManager.MarkForRemoval(componentID);
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}
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}
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private void CheckTimeDilationPriorityExists()
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{
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if (!timeDilationPriority.HasValue) { throw new TimeDilationPriorityUndefinedException("Engines that activate time dilation must use the TimeDilationPriority attribute."); }
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}
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/// <summary>
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/// <summary>
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/// Activates the Encompass time dilation system.
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/// Activates the Encompass time dilation system.
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/// If activating time dilation, make sure the TimeDilationPriority attribute is set or an exception will be thrown.
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/// Engines that have the IgnoresTimeDilation property will ignore all time dilation.
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/// Engines that have the IgnoresTimeDilation property will ignore all time dilation.
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/// If multiple time dilations are active they will be averaged.
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/// </summary>
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/// </summary>
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/// <param name="factor">The time dilation factor, which is multiplied by real delta time.</param>
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/// <param name="factor">The time dilation factor, which is multiplied by real delta time.</param>
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/// <param name="easeInTime">The time that will elapse before time is fully dilated, in real time.</param>
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/// <param name="easeInTime">The time that will elapse before time is fully dilated, in real time.</param>
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@ -715,14 +709,13 @@ namespace Encompass
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/// <param name="easeOutTime">The time that will elapse before time is fully undilated.</param>
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/// <param name="easeOutTime">The time that will elapse before time is fully undilated.</param>
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public void ActivateTimeDilation(double factor, double easeInTime, double activeTime, double easeOutTime)
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public void ActivateTimeDilation(double factor, double easeInTime, double activeTime, double easeOutTime)
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{
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{
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CheckTimeDilationPriorityExists();
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timeManager.ActivateTimeDilation(factor, easeInTime, activeTime, easeOutTime);
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timeManager.ActivateTimeDilation(factor, easeInTime, activeTime, easeOutTime, timeDilationPriority.Value);
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}
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}
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/// <summary>
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/// <summary>
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/// Activates the Encompass time dilation system.
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/// Activates the Encompass time dilation system.
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/// If activating time dilation, make sure the TimeDilationPriority attribute is set or an exception will be thrown.
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/// Engines that have the IgnoresTimeDilation property will ignore all time dilation.
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/// Engines that have the IgnoresTimeDilation property will ignore all time dilation.
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/// If multiple time dilations are active they will be averaged.
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/// </summary>
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/// </summary>
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/// <param name="factor">The time dilation factor, which is multiplied by real delta time.</param>
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/// <param name="factor">The time dilation factor, which is multiplied by real delta time.</param>
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/// <param name="easeInTime">The time that will elapse before time is fully dilated, in real time.</param>
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/// <param name="easeInTime">The time that will elapse before time is fully dilated, in real time.</param>
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@ -731,14 +724,13 @@ namespace Encompass
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/// <param name="easeOutTime">The time that will elapse before time is fully undilated.</param>
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/// <param name="easeOutTime">The time that will elapse before time is fully undilated.</param>
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public void ActivateTimeDilation(double factor, double easeInTime, System.Func<double, double, double, double, double> easeInFunction, double activeTime, double easeOutTime)
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public void ActivateTimeDilation(double factor, double easeInTime, System.Func<double, double, double, double, double> easeInFunction, double activeTime, double easeOutTime)
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{
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{
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CheckTimeDilationPriorityExists();
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timeManager.ActivateTimeDilation(factor, easeInTime, easeInFunction, activeTime, easeOutTime);
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timeManager.ActivateTimeDilation(factor, easeInTime, easeInFunction, activeTime, easeOutTime, timeDilationPriority.Value);
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}
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}
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/// <summary>
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/// <summary>
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/// Activates the Encompass time dilation system.
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/// Activates the Encompass time dilation system.
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/// If activating time dilation, make sure the TimeDilationPriority attribute is set or an exception will be thrown.
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/// Engines that have the IgnoresTimeDilation property will ignore all time dilation.
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/// Engines that have the IgnoresTimeDilation property will ignore all time dilation.
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/// If multiple time dilations are active they will be averaged.
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/// </summary>
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/// </summary>
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/// <param name="factor">The time dilation factor, which is multiplied by real delta time.</param>
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/// <param name="factor">The time dilation factor, which is multiplied by real delta time.</param>
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/// <param name="easeInTime">The time that will elapse before time is fully dilated, in real time.</param>
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/// <param name="easeInTime">The time that will elapse before time is fully dilated, in real time.</param>
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@ -747,14 +739,13 @@ namespace Encompass
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/// <param name="easeOutFunction">An easing function for the easing out of time dilation.</param>
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/// <param name="easeOutFunction">An easing function for the easing out of time dilation.</param>
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public void ActivateTimeDilation(double factor, double easeInTime, double activeTime, double easeOutTime, System.Func<double, double, double, double, double> easeOutFunction)
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public void ActivateTimeDilation(double factor, double easeInTime, double activeTime, double easeOutTime, System.Func<double, double, double, double, double> easeOutFunction)
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{
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{
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CheckTimeDilationPriorityExists();
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timeManager.ActivateTimeDilation(factor, easeInTime, activeTime, easeOutTime, easeOutFunction);
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timeManager.ActivateTimeDilation(factor, easeInTime, activeTime, easeOutTime, easeOutFunction, timeDilationPriority.Value);
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}
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}
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/// <summary>
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/// <summary>
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/// Activates the Encompass time dilation system.
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/// Activates the Encompass time dilation system.
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/// If activating time dilation, make sure the TimeDilationPriority attribute is set or an exception will be thrown.
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/// Engines that have the IgnoresTimeDilation property will ignore all time dilation.
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/// Engines that have the IgnoresTimeDilation property will ignore all time dilation.
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/// If multiple time dilations are active they will be averaged.
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/// </summary>
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/// </summary>
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/// <param name="factor">The time dilation factor, which is multiplied by real delta time.</param>
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/// <param name="factor">The time dilation factor, which is multiplied by real delta time.</param>
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/// <param name="easeInTime">The time that will elapse before time is fully dilated, in real time.</param>
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/// <param name="easeInTime">The time that will elapse before time is fully dilated, in real time.</param>
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@ -764,8 +755,7 @@ namespace Encompass
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/// <param name="easeOutFunction">An easing function for the easing out of time dilation.</param>
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/// <param name="easeOutFunction">An easing function for the easing out of time dilation.</param>
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public void ActivateTimeDilation(double factor, double easeInTime, System.Func<double, double, double, double, double> easeInFunction, double activeTime, double easeOutTime, System.Func<double, double, double, double, double> easeOutFunction)
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public void ActivateTimeDilation(double factor, double easeInTime, System.Func<double, double, double, double, double> easeInFunction, double activeTime, double easeOutTime, System.Func<double, double, double, double, double> easeOutFunction)
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{
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{
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CheckTimeDilationPriorityExists();
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timeManager.ActivateTimeDilation(factor, easeInTime, easeInFunction, activeTime, easeOutTime, easeOutFunction);
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timeManager.ActivateTimeDilation(factor, easeInTime, easeInFunction, activeTime, easeOutTime, easeOutFunction, timeDilationPriority.Value);
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}
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}
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}
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}
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}
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}
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@ -1,12 +0,0 @@
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using System;
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namespace Encompass.Exceptions
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{
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public class TimeDilationPriorityConflictException : Exception
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{
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public TimeDilationPriorityConflictException(
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string format,
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params object[] args
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) : base(string.Format(format, args)) { }
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}
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}
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using System;
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namespace Encompass.Exceptions
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{
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public class TimeDilationPriorityUndefinedException : Exception
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{
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public TimeDilationPriorityUndefinedException(
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string format,
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params object[] args
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) : base(string.Format(format, args)) { }
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}
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}
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return entityManager.GetEntity(entityID);
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return entityManager.GetEntity(entityID);
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}
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}
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protected IEnumerable<Entity> ReadEntities<TComponent>() where TComponent : struct, IComponent
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{
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return ReadComponentsIncludingEntity<TComponent>().Select(tuple => tuple.Item2);
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}
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protected Entity ReadEntity<TComponent>() where TComponent : struct, IComponent
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{
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return ReadComponentIncludingEntity<TComponent>().Item2;
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}
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protected IEnumerable<TComponent> ReadComponents<TComponent>() where TComponent : struct, IComponent
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protected IEnumerable<TComponent> ReadComponents<TComponent>() where TComponent : struct, IComponent
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{
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{
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return componentManager.GetComponentsByType<TComponent>().Select(tuple => tuple.Item2);
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return componentManager.GetComponentsByType<TComponent>().Select(tuple => tuple.Item2);
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using System.Collections.Generic;
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using System.Linq;
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namespace Encompass
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namespace Encompass
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{
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{
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internal class TimeManager
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internal class TimeManager
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{
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{
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private TimeDilationData timeDilationData = new TimeDilationData { factor = 1 };
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private List<TimeDilationData> timeDilationDatas = new List<TimeDilationData>();
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private bool newTimeDilationData = false;
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private TimeDilationData nextFrameTimeDilationData = new TimeDilationData { factor = 1 };
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private double Linear(double t, double b, double c, double d)
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private double Linear(double t, double b, double c, double d)
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{
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{
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return c * t / d + b;
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return c * t / d + b;
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}
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}
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private int minPriority = int.MaxValue;
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public double TimeDilationFactor
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public double TimeDilationFactor
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{
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{
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get
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get
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{
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{
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return timeDilationData.Factor;
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return timeDilationDatas.Count == 0 ? 1 : timeDilationDatas.Select(data => data.Factor).Average();
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}
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}
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}
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}
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public bool TimeDilationActive
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public bool TimeDilationActive
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{
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{
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get => TimeDilationFactor != 1;
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get => timeDilationDatas.Count != 0;
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}
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}
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public void Update(double dt)
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public void Update(double dt)
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{
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{
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if (newTimeDilationData)
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for (var i = timeDilationDatas.Count - 1; i >= 0; i--)
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{
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{
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timeDilationData = nextFrameTimeDilationData;
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var data = timeDilationDatas[i];
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data.elapsedTime += dt;
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if (data.elapsedTime > data.easeInTime + data.activeTime + data.easeOutTime)
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{
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timeDilationDatas.RemoveAt(i);
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}
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else
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{
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timeDilationDatas[i] = data;
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}
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}
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}
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}
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timeDilationData.elapsedTime += dt;
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public void ActivateTimeDilation(double factor, double easeInTime, double activeTime, double easeOutTime)
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newTimeDilationData = false;
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{
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minPriority = int.MaxValue;
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ActivateTimeDilation(factor, easeInTime, Linear, activeTime, easeOutTime, Linear);
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}
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}
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public void ActivateTimeDilation(double factor, double easeInTime, double activeTime, double easeOutTime, int priority)
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public void ActivateTimeDilation(double factor, double easeInTime, System.Func<double, double, double, double, double> easeInFunction, double activeTime, double easeOutTime)
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{
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{
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ActivateTimeDilation(factor, easeInTime, Linear, activeTime, easeOutTime, Linear, priority);
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ActivateTimeDilation(factor, easeInTime, easeInFunction, activeTime, easeOutTime, Linear);
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}
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}
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public void ActivateTimeDilation(double factor, double easeInTime, System.Func<double, double, double, double, double> easeInFunction, double activeTime, double easeOutTime, int priority)
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public void ActivateTimeDilation(double factor, double easeInTime, double activeTime, double easeOutTime, System.Func<double, double, double, double, double> easeOutFunction)
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{
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{
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ActivateTimeDilation(factor, easeInTime, easeInFunction, activeTime, easeOutTime, Linear, priority);
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ActivateTimeDilation(factor, easeInTime, Linear, activeTime, easeOutTime, easeOutFunction);
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}
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}
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public void ActivateTimeDilation(double factor, double easeInTime, double activeTime, double easeOutTime, System.Func<double, double, double, double, double> easeOutFunction, int priority)
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public void ActivateTimeDilation(double factor, double easeInTime, System.Func<double, double, double, double, double> easeInFunction, double activeTime, double easeOutTime, System.Func<double, double, double, double, double> easeOutFunction)
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{
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{
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ActivateTimeDilation(factor, easeInTime, Linear, activeTime, easeOutTime, easeOutFunction, priority);
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timeDilationDatas.Add(new TimeDilationData
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}
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public void ActivateTimeDilation(double factor, double easeInTime, System.Func<double, double, double, double, double> easeInFunction, double activeTime, double easeOutTime, System.Func<double, double, double, double, double> easeOutFunction, int priority)
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{
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if (priority <= minPriority)
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{
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newTimeDilationData = true;
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nextFrameTimeDilationData = new TimeDilationData
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{
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{
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elapsedTime = 0,
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elapsedTime = 0,
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easeInTime = easeInTime,
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easeInTime = easeInTime,
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easeOutTime = easeOutTime,
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easeOutTime = easeOutTime,
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easeOutFunction = easeOutFunction,
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easeOutFunction = easeOutFunction,
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factor = factor
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factor = factor
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};
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});
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}
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}
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}
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}
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}
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}
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}
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var writePriorities = new Dictionary<Type, HashSet<int>>();
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var writePriorities = new Dictionary<Type, HashSet<int>>();
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var writeMessageToEngines = new Dictionary<Type, List<Engine>>();
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var writeMessageToEngines = new Dictionary<Type, List<Engine>>();
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var timeDilationPriorities = new Dictionary<int, HashSet<Engine>>();
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foreach (var engine in engines)
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foreach (var engine in engines)
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{
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{
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var timeDilationPriorityAttribute = engine.GetType().GetCustomAttribute<TimeDilationPriority>();
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if (timeDilationPriorityAttribute != null)
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{
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engine.timeDilationPriority = timeDilationPriorityAttribute.timeDilationPriority;
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if (!timeDilationPriorities.ContainsKey(timeDilationPriorityAttribute.timeDilationPriority))
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{
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timeDilationPriorities.Add(timeDilationPriorityAttribute.timeDilationPriority, new HashSet<Engine>());
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}
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timeDilationPriorities[timeDilationPriorityAttribute.timeDilationPriority].Add(engine);
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}
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if (engine.GetType().GetCustomAttribute<IgnoresTimeDilation>() != null)
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if (engine.GetType().GetCustomAttribute<IgnoresTimeDilation>() != null)
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{
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{
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engine.usesTimeDilation = false;
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engine.usesTimeDilation = false;
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throw new EngineWriteConflictException(errorString);
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throw new EngineWriteConflictException(errorString);
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}
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}
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foreach (var timeDilationEngines in timeDilationPriorities)
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{
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var priority = timeDilationEngines.Key;
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var engines = timeDilationEngines.Value;
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if (engines.Count > 1)
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{
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var errorString = "Multiple Engines have the same Time Dilation Priority value: ";
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errorString += string.Join(", ", engines);
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throw new TimeDilationPriorityConflictException(errorString);
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}
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}
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var engineOrder = new List<Engine>();
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var engineOrder = new List<Engine>();
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foreach (var engine in engineGraph.TopologicalSort())
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foreach (var engine in engineGraph.TopologicalSort())
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{
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{
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@ -960,7 +960,6 @@ namespace Tests
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static double dilatedDeltaTime;
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static double dilatedDeltaTime;
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[TimeDilationPriority(0)]
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class ActivateTimeDilationEngine : Engine
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class ActivateTimeDilationEngine : Engine
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{
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{
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public override void Update(double dt)
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public override void Update(double dt)
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dilatedDeltaTime.Should().BeApproximately(0.3, 0.01);
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dilatedDeltaTime.Should().BeApproximately(0.3, 0.01);
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}
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}
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class ActivateTimeDilationWithoutPriorityEngine : Engine
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class ActivateTimeDilationLowerFactorEngine : Engine
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{
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{
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private bool activated = false;
|
||||||
|
|
||||||
public override void Update(double dt)
|
public override void Update(double dt)
|
||||||
|
{
|
||||||
|
if (!activated)
|
||||||
{
|
{
|
||||||
ActivateTimeDilation(0.2, 1, 1, 1);
|
ActivateTimeDilation(0.2, 1, 1, 1);
|
||||||
|
activated = true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
[Test]
|
class ActivateTimeDilationHigherFactorEngine : Engine
|
||||||
public void ActivateTimeDilationWithoutPriorityThrows()
|
|
||||||
{
|
{
|
||||||
var worldBuilder = new WorldBuilder();
|
private bool activated = false;
|
||||||
worldBuilder.AddEngine(new ActivateTimeDilationWithoutPriorityEngine());
|
|
||||||
|
|
||||||
var world = worldBuilder.Build();
|
|
||||||
|
|
||||||
Assert.Throws<TimeDilationPriorityUndefinedException>(() => world.Update(0.01));
|
|
||||||
}
|
|
||||||
|
|
||||||
[TimeDilationPriority(0)]
|
|
||||||
class ActivateTimeDilationLowerPriorityEngine : Engine
|
|
||||||
{
|
|
||||||
public override void Update(double dt)
|
public override void Update(double dt)
|
||||||
{
|
{
|
||||||
if (!TimeDilationActive)
|
if (!activated)
|
||||||
{
|
|
||||||
ActivateTimeDilation(0.2, 1, 1, 1);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
dilatedDeltaTime = dt;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
[TimeDilationPriority(1)]
|
|
||||||
class ActivateTimeDilationHigherPriorityEngine : Engine
|
|
||||||
{
|
|
||||||
public override void Update(double dt)
|
|
||||||
{
|
|
||||||
if (!TimeDilationActive)
|
|
||||||
{
|
{
|
||||||
ActivateTimeDilation(0.5, 1, 1, 1);
|
ActivateTimeDilation(0.5, 1, 1, 1);
|
||||||
|
activated = true;
|
||||||
}
|
}
|
||||||
else
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class ReadDilatedDeltaTimeEngine : Engine
|
||||||
|
{
|
||||||
|
public override void Update(double dt)
|
||||||
{
|
{
|
||||||
dilatedDeltaTime = dt;
|
dilatedDeltaTime = dt;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
[Test]
|
[Test]
|
||||||
public void MultipleActivateTimeDilation()
|
public void MultipleActivateTimeDilation()
|
||||||
{
|
{
|
||||||
var worldBuilder = new WorldBuilder();
|
var worldBuilder = new WorldBuilder();
|
||||||
worldBuilder.AddEngine(new ActivateTimeDilationLowerPriorityEngine());
|
worldBuilder.AddEngine(new ReadDilatedDeltaTimeEngine());
|
||||||
worldBuilder.AddEngine(new ActivateTimeDilationHigherPriorityEngine());
|
worldBuilder.AddEngine(new ActivateTimeDilationLowerFactorEngine());
|
||||||
|
worldBuilder.AddEngine(new ActivateTimeDilationHigherFactorEngine());
|
||||||
|
|
||||||
var world = worldBuilder.Build();
|
var world = worldBuilder.Build();
|
||||||
|
|
||||||
world.Update(0.01); // activate time dilation
|
world.Update(0.01); // activate time dilation
|
||||||
|
|
||||||
world.Update(0.5);
|
world.Update(0.5); // 0.3 and 0.375
|
||||||
|
|
||||||
dilatedDeltaTime.Should().BeApproximately(0.3, 0.01);
|
dilatedDeltaTime.Should().BeApproximately(0.3375, 0.01);
|
||||||
}
|
|
||||||
|
|
||||||
[Test]
|
world.Update(5);
|
||||||
public void MultipleActivateTimeDilationWithDuplicatePriority()
|
|
||||||
{
|
|
||||||
var worldBuilder = new WorldBuilder();
|
|
||||||
worldBuilder.AddEngine(new ActivateTimeDilationEngine());
|
|
||||||
worldBuilder.AddEngine(new ActivateTimeDilationLowerPriorityEngine());
|
|
||||||
|
|
||||||
Assert.Throws<TimeDilationPriorityConflictException>(() => worldBuilder.Build());
|
dilatedDeltaTime.Should().BeApproximately(5, 0.01);
|
||||||
}
|
}
|
||||||
|
|
||||||
static double undilatedDeltaTime;
|
static double undilatedDeltaTime;
|
||||||
|
|
Loading…
Reference in New Issue