Beispiel #1
0
 private void Update()
 {
     if (!isObstacle && !hasReachedDestination && !hasReachedWaypoint && !paused)
     {
         m_FixedUpdate.Update(fixedTimeUpdate);
     }
 }
    private void Update()
    {
        if (!IsInitialized || !IsPlaying)
        {
            return;
        }

        _customFixedUpdate.Update(Time.deltaTime);
    }
    public static bool AllowedToUpdate = true; // set to false and then back to true by SaveManager.LoadAll to make sure circuitry doesn't run before it's finished loading.

    private void Update()
    {
        ScreenshotTaker.RunScreenshotTaking();

        if (!AllowedToUpdate)
        {
            return;
        }

        GameplayUIManager.RunGameplayUI();

        CircuitLogicUpdate.Update(); // might affect VisualStuffUpdate
        VisualStuffUpdate();         // might affect mega mesh stuff

        MeshQueueing.Update();
        RecalculateQueuedMegaMeshGroups();
    }
 void Update()
 {
     FU_instance.Update();
 }
Beispiel #5
0
 // Update is called once per frame
 void Update()
 {
     LookAtCrosshair();
     customFixedUpdate.Update();
 }
Beispiel #6
0
 // Update is called once per frame
 void Update()
 {
     _CustomFixedUpdate.Update(Time.deltaTime);
 }
 private void Update()
 {
     _playbackUpdate.Update();
 }