/// <summary>This will submit any previously registered transitions, and reset the timing.</summary> public static void Submit() { currentTiming = LeanTime.Default; currentQueue = null; currentSpeed = 1.0f; baseMethodStack.Clear(); }
/// <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 LeanTime GetTiming(LeanTime current = LeanTime.Default) { if (current == LeanTime.Default) { current = LeanTime.UnscaledUpdate; } return(current); }
/// <summary>This will reset any previously called TimeTransition calls.</summary> public static void ResetTiming() { currentTiming = LeanTime.Default; }
/// <summary>This method works like <b>GetTiming</b>, but it won't return any unscaled times.</summary> public static LeanTime GetTimingAbs(LeanTime current) { return((LeanTime)System.Math.Abs((int)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 UnityEngine.GameObject target, LeanTime update) { LeanTransition.CurrentUpdate = 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, LeanTime update) where T : Component { LeanTransition.CurrentUpdate = update; return(target); }