private void Awake() { _texture = new Texture2D(2, 2, TextureFormat.RGBA32, false); SetPlaybackState(PlaybackState.Paused); _currentFrame = 0; playbackObjects.SetActive(false); _playbackUpdate = new CustomFixedUpdate(OnPlaybackUpdate, 15); var capturesDir = string.Format("{0}/gameplay_capture/", Application.persistentDataPath); if (!Directory.Exists(capturesDir)) { captureOptionsText.text = "No captures"; return; } var captureDirs = Directory.GetDirectories(capturesDir); if (captureDirs.Length == 0) { captureOptionsText.text = "No captures"; return; } _captureDirs = captureDirs; captureOptionsText.text = "0-" + (captureDirs.Length - 1); captureNoInputField.text = (_captureDirs.Length - 1).ToString(); LoadCapture(captureDirs.Length - 1); }
static void Awake(BehaviorManager __instance) { MyMod.SetUpdateRate = rate => { CustomFixedUpdate updateDelegate = ModUtilities.GetFieldValue <CustomFixedUpdate>(__instance, "CircuitLogicUpdate"); updateDelegate.updateRate = MyMod.CurrentUpdateRate = rate; }; }
void Awake() { _CustomFixedUpdate = new CustomFixedUpdate(1.0f / _raycastinRate, _FixedUpdate); _minimumNbTargetOnShadow = (_detectMode == DETECT_MODE.ONE) ? 1 : _targets.Count; if (_isAuto) { Lights = new List <Light>(); Lights = FindObjectsOfType <Light>().ToList(); } }
private void Awake() { Instance = this; float CircuitUpdatesPerSecond = Settings.Get("CircuitUpdatesPerSecond", 100f); SetUpdateRate(CircuitUpdatesPerSecond); float MeshGroupRecalculationsPerSecond = Settings.Get("MaxMeshGroupRecalculationsPerSecond", 20f); MeshQueueing = new CustomFixedUpdate(QueueRecalculationForAppropriateDynamicMegaMeshGroups, MeshGroupRecalculationsPerSecond); }
public void SetTimescale(float timescale) { TimeScale = timescale; _customFixedUpdate = new CustomFixedUpdate((1 / _tickrate) / TimeScale, () => _framesToIterate++); }
void Awake() { FU_instance = new CustomFixedUpdate(0.1f, OnFixedUpdate); }
void Start() { customFixedUpdate = new CustomFixedUpdate(projectileFiringPeriod, OnFixedUpdate); }
// Use this for initialization void Start () { customtime = time / 0.01f; m_FixedUpdate = new CustomFixedUpdate(0.01f, MyFixedUpdate); }
private void Start() { m_FixedUpdate = new CustomFixedUpdate(0.05f, MyFixedUpdate); position = new Vector2(transform.position.x, transform.position.z); }