mirror of
https://github.com/Memorix101/UnityXNA/
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88 lines
2.8 KiB
C#
88 lines
2.8 KiB
C#
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#region License
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/*
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MIT License
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Copyright © 2006 The Mono.Xna Team
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All rights reserved.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#endregion License
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using System;
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namespace Microsoft.Xna.Framework
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{
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public class GameTime
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{
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private TimeSpan elapsedGameTime;
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private TimeSpan elapsedRealTime;
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private bool isRunningSlowly;
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private TimeSpan totalGameTime;
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private TimeSpan totalRealTime;
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public GameTime()
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{
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}
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public GameTime(TimeSpan totalRealTime, TimeSpan elapsedRealTime, TimeSpan totalGameTime, TimeSpan elapsedGameTime)
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: this(totalRealTime, elapsedRealTime, totalGameTime, elapsedGameTime, false)
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{
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}
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public GameTime(TimeSpan totalRealTime, TimeSpan elapsedRealTime, TimeSpan totalGameTime, TimeSpan elapsedGameTime, bool isRunningSlowly)
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{
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this.totalRealTime = totalRealTime;
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this.elapsedRealTime = elapsedRealTime;
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this.totalGameTime = totalGameTime;
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this.elapsedGameTime = elapsedGameTime;
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this.isRunningSlowly = isRunningSlowly;
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}
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public TimeSpan ElapsedGameTime
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{
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get { return elapsedGameTime; }
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internal set { elapsedGameTime = value; }
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}
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public TimeSpan ElapsedRealTime
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{
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get { return elapsedRealTime; }
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internal set { elapsedRealTime = value; }
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}
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public bool IsRunningSlowly
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{
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get { return isRunningSlowly; }
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internal set { isRunningSlowly = value; }
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}
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public TimeSpan TotalGameTime
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{
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get { return totalGameTime; }
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internal set { totalGameTime = value; }
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}
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public TimeSpan TotalRealTime
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{
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get { return totalRealTime; }
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internal set { totalRealTime = value; }
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}
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}
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}
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