// Update is called once per frame void Update() { FCgManager_Time.Get().Update(ECgTime.Update); // Run Coroutines from previous frame FCgCoroutineScheduler.Get().Update(ECgCoroutineSchedule.Update, FCgManager_Time.Get().GetDeltaTime(ECgTime.Update)); // OnBoard if (CurrentState == EGgGameInstanceState.OnBoard) { OnUpdate_OnBoard(); } // Menu else if (CurrentState == EGgGameInstanceState.Menu) { OnUpdate_Menu(); } // Game else if (CurrentState == EGgGameInstanceState.Game) { OnUpdate_Game(); } }
protected void OnUpdate_Game() { FCgManager_Time.Get().Update(EGgTime.Game); float deltaTime = FCgManager_Time.Get().GetDeltaTime(EGgTime.Game); GameState.OnUpdate(deltaTime); }
protected void OnUpdate_Menu() { FCgManager_Time.Get().Update(EGgTime.Menu); //float deltaTime = FCgManager_Time.Get().GetDeltaTime(EGgTime.Menu); // Get Input }