Esempio n. 1
0
	void Update(){

        if (InputManager.ActiveDevice.MenuWasPressed && pauseMenu.activeInHierarchy)
        {
            if(pauseScript.Unpause())
            pauseMenu.SetActive(false);
        }
        else if (InputManager.ActiveDevice.MenuWasPressed)
        {
            pauseMenu.SetActive(true);
            pauseScript.Pause();
        }


		switch (state) {

		case update_status.REGULAR_UPDATE:
			
			lag = Time.deltaTime;
			break;

		case update_status.UPDATE_REQUESTED:

			doUpdate = true;
			state = update_status.UPDATING;
			break;

		case update_status.UPDATING:
			doUpdate = false;
			state = update_status.WAITING;
			break;
		}
		
	}
Esempio n. 2
0
    void Update()
    {
        if (InputManager.ActiveDevice.MenuWasPressed && pauseMenu.activeInHierarchy)
        {
            if (pauseScript.Unpause())
            {
                pauseMenu.SetActive(false);
            }
        }
        else if (InputManager.ActiveDevice.MenuWasPressed)
        {
            pauseMenu.SetActive(true);
            pauseScript.Pause();
        }


        switch (state)
        {
        case update_status.REGULAR_UPDATE:

            lag = Time.deltaTime;
            break;

        case update_status.UPDATE_REQUESTED:

            doUpdate = true;
            state    = update_status.UPDATING;
            break;

        case update_status.UPDATING:
            doUpdate = false;
            state    = update_status.WAITING;
            break;
        }
    }
Esempio n. 3
0
 // Modifies fps of world (included enemies)
 public void toggleSlowFPS()
 {
     if (state != update_status.REGULAR_UPDATE)
     {
         state    = update_status.REGULAR_UPDATE;
         doUpdate = true;
     }
     else
     {
         state = update_status.WAITING;
     }
 }
Esempio n. 4
0
    // Modifies fps of world (included enemies)
	public void toggleSlowFPS (){
		if (state != update_status.REGULAR_UPDATE) {
			state = update_status.REGULAR_UPDATE;
			doUpdate = true;
		} else {
			state = update_status.WAITING;
		}
	}
Esempio n. 5
0
	//When in SlowFPS, request to mark "doUpdate" as true in the next World update
	//inputLag is the lag this update will have
	public void requestUpdate(float inputLag){
		lag = inputLag;
		state = update_status.UPDATE_REQUESTED;
	}
Esempio n. 6
0
 //When in SlowFPS, request to mark "doUpdate" as true in the next World update
 //inputLag is the lag this update will have
 public void requestUpdate(float inputLag)
 {
     lag   = inputLag;
     state = update_status.UPDATE_REQUESTED;
 }