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; } }
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; } }
// 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; } }
// 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; } }
//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; }
//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; }