コード例 #1
0
ファイル: UpdateTimer.cs プロジェクト: craftersmine/LVM
        private void Updater()
        {
            _lag            = TimeSpan.Zero;
            _tpsCounterTime = TimeSpan.Zero;
            _stopwatch.Start();
            while (IsActive)
            {
                _current = _stopwatch.Elapsed;
                _elapsed = _current - _last;
                _lag    += _elapsed;

                FixedUpdate?.Invoke(this, new UpdateEventArgs()
                {
                    DeltaTime = _elapsed
                });

                while (_lag >= _updaterFrequency)
                {
                    Update?.Invoke(this, new UpdateEventArgs()
                    {
                        DeltaTime = _elapsed + _lag
                    });
                    _lag -= _updaterFrequency;
                }

                _last = _current;
            }
        }
コード例 #2
0
        // Triggers when the game makes a fixed update
        internal static void OnGameFixedUpdate()
        {
            if (!isInitialized)
            {
                return;
            }

            FixedUpdate?.Invoke();
        }
コード例 #3
0
        private void Updater()
        {
            _stopwatch.Start();
            while (CurrentState == TimerState.Active || CurrentState == TimerState.Paused)
            {
                while (CurrentState == TimerState.Paused)
                {
                    if (CurrentState == TimerState.Active || CurrentState == TimerState.Stopped)
                    {
                        break;
                    }
                    PausedUpdate?.Invoke(null, UpdateEventArgs.Empty);
                }

                _current = _stopwatch.Elapsed;
                _elapsed = _current - _last;
                _lag    += _elapsed;

                Update?.Invoke(this, new UpdateEventArgs()
                {
                    DeltaTime = _elapsed
                });
                Debugging.UpdateTime = (float)_elapsed.TotalSeconds;
                ticks++;

                Debugging.LagTime = (float)_lag.TotalSeconds * 1000.0f;

                while (_lag >= _updaterFrequency)
                {
                    FixedUpdate?.Invoke(this, new UpdateEventArgs()
                    {
                        DeltaTime = _elapsed + _lag
                    });
                    Debugging.FixedUpdateTime = ((float)_elapsed.TotalSeconds + (float)_lag.TotalSeconds);
                    fixedTicks++;
                    _lag -= _updaterFrequency;
                }

                _last            = _current;
                _tpsAccumulator += _elapsed;
                if (_tpsAccumulator >= TimeSpan.FromSeconds(1.0f))
                {
                    Debugging.TPS      = ticks;
                    Debugging.FixedTPS = fixedTicks;
                    ticks           = 0;
                    fixedTicks      = 0;
                    _tpsAccumulator = TimeSpan.Zero;
                }
            }
            if (CurrentState == TimerState.Paused || CurrentState == TimerState.Active)
            {
                Debugging.Log(LogEntryType.Warning, "Update timer was stopped unexpectedly!");
            }
        }
コード例 #4
0
ファイル: PhysicsWorld.cs プロジェクト: gp-alex/Librelancer
 public void Step(TimeSpan elapsed)
 {
     if (disposed)
     {
         throw new ObjectDisposedException("PhysicsWorld");
     }
     accumulatedTime += elapsed.TotalSeconds;
     while (accumulatedTime > TIMESTEP)
     {
         FixedUpdate?.Invoke(TimeSpan.FromSeconds(TIMESTEP));
         if (disposed)
         {
             return;           //Alllow delete within FixedUpdate. Hacky but works
         }
         btWorld.StepSimulation(TIMESTEP, 1, TIMESTEP);
         accumulatedTime -= TIMESTEP;
     }
     foreach (var obj in dynamicObjects)
     {
         obj.UpdateProperties();
     }
 }
コード例 #5
0
 public void Step(TimeSpan elapsed)
 {
     if (disposed)
     {
         throw new ObjectDisposedException("PhysicsWorld");
     }
     accumulatedTime += elapsed.TotalSeconds;
     while (accumulatedTime >= TIMESTEP)
     {
         FixedUpdate?.Invoke(TimeSpan.FromSeconds(TIMESTEP));
         if (disposed)
         {
             return;           //Alllow delete within FixedUpdate. Hacky but works
         }
         btWorld.StepSimulation(TIMESTEP, 0, TIMESTEP);
         accumulatedTime -= TIMESTEP;
         //Update C#-side properties after each step. Creates stuttering otherwise
         foreach (var obj in dynamicObjects)
         {
             obj.UpdateProperties();
             obj.RigidBody.Activate(true);
         }
     }
 }
コード例 #6
0
ファイル: Scripting.cs プロジェクト: Jiankors/FlaxAPI
 internal static void Internal_FixedUpdate()
 {
     Time.SyncData();
     FixedUpdate?.Invoke();
 }
コード例 #7
0
 internal static void Internal_FixedUpdate()
 {
     FixedUpdate?.Invoke();
 }
コード例 #8
0
ファイル: GameManager.cs プロジェクト: MaxPlay/GGJ2019
 public void OnFixedUpdate() => FixedUpdate?.Invoke();
コード例 #9
0
ファイル: MethodUpdater.cs プロジェクト: firefishes/FWGame
 public void OnFixedUpdate(int dTime)
 {
     Asynced = false;
     FixedUpdate?.Invoke(dTime);
 }
コード例 #10
0
        public static void Run()
        {
            shouldRun = true;

            Stopwatch watch          = new Stopwatch();
            Stopwatch frameTimeWatch = new Stopwatch();

            watch.Start();
            elapsedMs = watch.ElapsedMilliseconds;
            float fixedUpdateTimer = 0;

            while (shouldRun)
            {
                Profiler.StartFrame(FrameNumber);
                frameTimeWatch.Restart();

                long  newTimeMs = watch.ElapsedMilliseconds;
                float deltaTime = (newTimeMs - elapsedMs) / 1000f;
                if (deltaTime > 1)
                {
                    deltaTime = fixedUpdateStep;
                }
                elapsedMs         = newTimeMs;
                fixedUpdateTimer += deltaTime;

                int fixedUpdatesPerformed = 0;
                while (fixedUpdateTimer > fixedUpdateStep)
                {
                    fixedUpdatesPerformed++;
                    FixedUpdate?.Invoke(fixedUpdateStep);
                    fixedUpdateTimer -= fixedUpdateStep;
                    if (frameTimeWatch.ElapsedMilliseconds / 1000f > maxFixedUpdateCatchup)
                    {
                        fixedUpdateTimer = 0;
                        deltaTime        = fixedUpdateStep * fixedUpdatesPerformed;
                        elapsedMs        = watch.ElapsedMilliseconds;
                    }
                }

                Update?.Invoke(deltaTime);

                Render?.Invoke(deltaTime);

                Profiler.EndFrame();
                frameTimeWatch.Stop();

                if (targetFps > 0)
                {
                    float targetFrameTime = 1f / targetFps;
                    float sleepTime       = targetFrameTime - (frameTimeWatch.ElapsedMilliseconds / 1000f);
                    if (sleepTime > 0)
                    {
                        Thread.Sleep((int)(sleepTime * 1000f));
                    }
                }

                FrameNumber++;
            }

            Update      -= World.InvokeUpdate;
            Render      -= World.InvokeRender;
            FixedUpdate -= World.InvokeFixedUpdate;

            //Cleanup
            World.CleanUp();
            if (Window.window.Exists)
            {
                Window.Close();
            }
            GraphicsContext.DisposeResources();             // Needs to be called after everything else has been cleaned up
        }