/// <summary>This method will return the specified timing, unless it's set to <b>Default</b>, then it will return <b>UnscaledTime</b>.</summary> public static LeanTiming GetTiming(LeanTiming current = LeanTiming.Default) { if (current == LeanTiming.Default) { current = LeanTiming.UnscaledUpdate; } return(current); }
/// <summary>This allows you to change where in the game loop transitions after this will update. /// NOTE: Once you submit the previous transitions, this will be reset to default.</summary> public static GameObject TimeTransition(this GameObject target, LeanTiming update) { LeanTransition.CurrentTiming = update; return(target); }
/// <summary>This allows you to change where in the game loop transitions after this will update. /// NOTE: Once you submit the previous transitions, this will be reset to default.</summary> public static T TimeTransition <T>(this T target, LeanTiming update) where T : Component { LeanTransition.CurrentTiming = update; return(target); }
/// <summary>This will reset any previously called <b>CurrentTiming</b> calls.</summary> public static void ResetTiming() { currentTiming = CurrentDefaultTiming; }
/// <summary>This method works like <b>GetTiming</b>, but it won't return any unscaled times.</summary> public static LeanTiming GetTimingAbs(LeanTiming current) { return((LeanTiming)System.Math.Abs((int)current)); }