private void UpdateFrames() { this.cumulativeTime += Time.deltaTime; while (this.cumulativeTime >= (double)frameTime) { this.cumulativeTime -= frameTime; battleSPS.Service(); if (!IsOver) { UpdateBattleFrame(); } else { UpdateOverFrame(); } } }
private void UpdateFrames() { this.cumulativeTime += Time.deltaTime; if (this.needClampTime) { this.cumulativeTime = Mathf.Min(this.cumulativeTime, HonoluluBattleMain.frameTime * (float)SettingsState.FastForwardGameSpeed * 1.2f); } while (this.cumulativeTime >= (Double)frameTime) { this.cumulativeTime -= frameTime; battleSPS.Service(); if (!IsOver) { UpdateBattleFrame(); } else { UpdateOverFrame(); } } }