mirror of
				https://github.com/MaddyThorson/StrawberryBF.git
				synced 2025-11-04 01:41:33 +08:00 
			
		
		
		
	Console and Input work
This commit is contained in:
		@ -8,12 +8,14 @@ namespace Strawberry
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	{
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		static private bool* keyboard;
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		static private bool[] previousKeyboard;
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		static private float[] lastKeypressTimes;
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		static private SDL.SDL_GameController*[] gamepads;
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		static private void Init(int gamepadLimit)
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		{
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			keyboard = SDL.GetKeyboardState(null);
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			previousKeyboard = new bool[(int)SDL.Scancode.NUMSCANCODES];
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			lastKeypressTimes = new float[(int)SDL.Scancode.NUMSCANCODES];
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			gamepads = new SDL.SDL_GameController*[gamepadLimit];
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			for (let i < gamepads.Count)
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@ -23,6 +25,7 @@ namespace Strawberry
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		static private void Dispose()
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		{
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			delete previousKeyboard;
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			delete lastKeypressTimes;
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			delete gamepads;
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		}
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@ -35,49 +38,63 @@ namespace Strawberry
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		static public void AfterUpdate()
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		{
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			for (let i < previousKeyboard.Count)
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			{
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				if (!previousKeyboard[i] && keyboard[i])
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					lastKeypressTimes[i] = Time.Elapsed;
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				previousKeyboard[i] = keyboard[i];
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			}
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		}
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		static public bool Ctrl => KeyCheck(.LCtrl) || KeyCheck(.RCtrl);
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		static public bool Alt => KeyCheck(.LAlt) || KeyCheck(.RAlt);
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		static public bool Shift => KeyCheck(.LShift) || KeyCheck(.RShift);
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		static public bool KeyCheck(SDL.Scancode key)
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		{
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			if (keyboard == null)
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				Debug.FatalError("Polling keyboard before Input.Init");
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			Debug.Assert(keyboard != null, "Polling keyboard before Input.Init");
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			return keyboard[(int)key];
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		}
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		static public bool KeyPressed(SDL.Scancode key)
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		{
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			if (keyboard == null)
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				Debug.FatalError("Polling keyboard before Input.Init");
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			Debug.Assert(keyboard != null, "Polling keyboard before Input.Init");
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			return keyboard[(int)key] && !previousKeyboard[(int)key];
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		}
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		static public bool KeyPressed(SDL.Scancode key, float repeatDelay, float repeatInterval)
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		{
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			Debug.Assert(keyboard != null, "Polling keyboard before Input.Init");
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			let i = (int)key;
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			if (keyboard[i])
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				return !previousKeyboard[i] || Time.OnInterval(repeatInterval, lastKeypressTimes[i] + repeatDelay);
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			else
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				return false;
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		}
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		static public bool KeyReleased(SDL.Scancode key)
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		{
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			if (keyboard == null)
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				Debug.FatalError("Polling keyboard before Input.Init");
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			Debug.Assert(keyboard != null, "Polling keyboard before Input.Init");
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			return !keyboard[(int)key] && previousKeyboard[(int)key];
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		}
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		static public bool GamepadButtonCheck(int gamepadID, SDL.SDL_GameControllerButton button)
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		{
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			if (gamepads == null)
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				Debug.FatalError("Polling gamepad before Input.Init");
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			if (gamepadID >= gamepads.Count)
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				Debug.FatalError("Gamepad index out of range (increase Game.gamepadLimit!");
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			Debug.Assert(gamepads != null, "Polling gamepad before Input.Init");
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			Debug.Assert(gamepadID < gamepads.Count, "Gamepad index out of range (increase Game.gamepadLimit!");
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			Debug.Assert(gamepadID >= 0, "Negative gamepad index!");
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			return SDL.GameControllerGetButton(gamepads[gamepadID], button) == 1;
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		}
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		static public float GamepadAxisCheck(int gamepadID, SDL.SDL_GameControllerAxis axis)
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		{
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			if (gamepads == null)
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				Debug.FatalError("Polling gamepad before Input.Init");
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			if (gamepadID >= gamepads.Count)
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				Debug.FatalError("Gamepad index out of range (increase Game.gamepadLimit!");
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			Debug.Assert(gamepads != null, "Polling gamepad before Input.Init");
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			Debug.Assert(gamepadID < gamepads.Count, "Gamepad index out of range (increase Game.gamepadLimit!");
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			Debug.Assert(gamepadID >= 0, "Negative gamepad index!");
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			let val = SDL.GameControllerGetAxis(gamepads[gamepadID], axis);
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			if (val == 0)
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@ -54,6 +54,18 @@ namespace Strawberry
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			return newMin + (newMax - newMin) * ClampedMap(value, oldMin, oldMax);
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		}
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		[Inline]
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		static public bool OnInterval(float current, float previous, float interval, float startDelay = 0)
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		{
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			return current >= startDelay && (int)((current - startDelay) / interval) != (int)((previous - startDelay) / interval);
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		}
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		[Inline]
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		static public bool BetweenInterval(float current, float interval, float startDelay = 0)
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		{
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			return current >= startDelay && (current - startDelay) % (interval * 2) >= interval;
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		}
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		[Inline]
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		static public void Log()
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		{
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@ -8,16 +8,19 @@ namespace Strawberry
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		static private bool enabled;
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		static private SDL2.SDLTTF.Font* font;
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		static private String entry;
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		static public void Init()
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		{
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			enabled = true;
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			font = SDL2.SDLTTF.OpenFont("../../../../Strawberry/src/Content/strawberry-seeds.ttf", 8);
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			entry = new String();
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		}
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		static public void Dispose()
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		{
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			SDL2.SDLTTF.CloseFont(font);
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			delete entry;
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		}
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		static public bool Enabled
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@ -39,8 +42,39 @@ namespace Strawberry
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					Open = !Open;
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				if (Open)
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					RegisterKeypresses();
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			}
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		}
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		static private void RegisterKeypresses()
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		{
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			for (let i < (int)SDL2.SDL.Scancode.NUMSCANCODES)
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			{
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				let key = (SDL2.SDL.Scancode)i;
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				if (Input.KeyPressed(key, 0.25f, 0.05f))
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				{
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					if (key >= .A && key <= .Z)
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					{
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						char8 c = 'a' + (int)(key - .A);
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						entry.Append(c);
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					}
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					else
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					{
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						switch (key)
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						{
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						case .Space:
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							entry.Append(' ');
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						case .BackSpace:
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							if (entry.Length > 0)
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								entry.RemoveFromEnd(1);
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						case .Delete:
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							entry.Clear();
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						default:
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						}
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					}
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				}
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			}
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		}
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@ -49,11 +83,14 @@ namespace Strawberry
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		{
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			if (enabled && Open)
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			{
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				Draw.Rect(0, 0, Game.Width, Game.Height, .Black * 0.5f);
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				Draw.Rect(0, 0, Game.Width, Game.Height, .Black * 0.6f);
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				Draw.Rect(0, Game.Height - 12, Game.Width, 14, .Black * 0.6f);
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				Text(">", 0, 0, .White);
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				if (Time.BetweenInterval(0.5f))
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					Text("_", 0, 1, .White);
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				if (entry.Length > 0)
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					Text(entry, 0, 1, .White);
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				if (Time.BetweenInterval(0.3f))
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					Text("_", 0, entry.Length + 1, .White);
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			}
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		}
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@ -10,14 +10,14 @@ namespace Strawberry
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		static public float RawDelta => (1 / 60f);
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		static public float Delta => RawDelta * Rate;
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		static public bool OnInterval(float interval, float offset = 0)
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		static public bool OnInterval(float interval, float startDelay = 0)
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		{
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			return (int)((Elapsed - offset) / interval) != (int)((PreviousElapsed - offset) / interval);
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			return Calc.OnInterval(Elapsed, PreviousElapsed, interval, startDelay);
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		}
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		static public bool BetweenInterval(float interval, float offset = 0)
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		static public bool BetweenInterval(float interval, float startDelay = 0)
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		{
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			return (Elapsed - offset) % (interval * 2) >= interval;
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			return Calc.BetweenInterval(Time.Elapsed, interval, startDelay);
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		}
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	}
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}
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