protected override void OnUpdate()
 {
     World.SetTime(new TimeData(
                       elapsedTime: UnityEngine.Time.time,
                       deltaTime: UnityEngine.Time.deltaTime
                       ));
 }
Exemple #2
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        protected override void OnUpdate()
        {
            var currentElapsedTime = Time.ElapsedTime;
            var deltaTime          = math.min(UnityEngine.Time.deltaTime, World.MaximumDeltaTime);

            World.SetTime(new TimeData(
                              elapsedTime: currentElapsedTime + deltaTime,
                              deltaTime: deltaTime
                              ));
        }
Exemple #3
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        protected override void OnStartRunning()
        {
            // Ensure that the final elapsedTime of the very first OnUpdate call is the
            // original Time.ElapsedTime value (usually zero) without a deltaTime applied.
            // Effectively, this code preemptively counteracts the first OnUpdate call.
            var currentElapsedTime = Time.ElapsedTime;
            var deltaTime          = math.min(UnityEngine.Time.deltaTime, World.MaximumDeltaTime);

            World.SetTime(new TimeData(
                              elapsedTime: currentElapsedTime - deltaTime,
                              deltaTime: deltaTime
                              ));
        }