A game about forced loneliness, made by TACStudios
1#if !TIMELINE_FRAMEACCURATE
2using System;
3
4namespace UnityEngine.Timeline
5{
6 internal readonly struct FrameRate : IEquatable<FrameRate>
7 {
8 public readonly double rate;
9
10 public static readonly FrameRate k_23_976Fps = new FrameRate(23.976023976024);
11 public static readonly FrameRate k_24Fps = new FrameRate(24);
12 public static readonly FrameRate k_25Fps = new FrameRate(25);
13 public static readonly FrameRate k_30Fps = new FrameRate(30);
14 public static readonly FrameRate k_29_97Fps = new FrameRate(29.97002997003);
15 public static readonly FrameRate k_50Fps = new FrameRate(50);
16 public static readonly FrameRate k_59_94Fps = new FrameRate(59.9400599400599);
17 public static readonly FrameRate k_60Fps = new FrameRate(60);
18
19 FrameRate(double framerate) { rate = framerate; }
20 public bool IsValid() => rate > TimeUtility.kTimeEpsilon;
21 public bool Equals(FrameRate other) => Math.Abs(rate - other.rate) < TimeUtility.kFrameRateEpsilon;
22 public override bool Equals(object obj) => obj is FrameRate other && Equals(other);
23 public override int GetHashCode() => rate.GetHashCode();
24 public static bool operator ==(FrameRate a, FrameRate b) => a.Equals(b);
25 public static bool operator !=(FrameRate a, FrameRate b) => !a.Equals(b);
26
27 public static FrameRate DoubleToFrameRate(double rate) => new FrameRate(Math.Ceiling(rate) - rate < TimeUtility.kFrameRateEpsilon ? rate : Math.Ceiling(rate) * 1000.0 / 1001.0);
28 }
29}
30#endif