private static System.Collections.IEnumerator SaveChecker() { int numberOfFrames = 20; int remoteSendData = 10; int currentNumber = 0; while (true) { yield return(new UnityEngine.WaitForEndOfFrame()); currentNumber++; if (currentNumber == remoteSendData) { // It knows when to no send data! RemoteSynching.SendData(); // do not reset counter! } if (currentNumber == numberOfFrames) { currentNumber = 0; ProgressManager.CheckIsNeedToSaveLocal(); } } }
private static async void CheckingForFullLocalUpdates() { System.TimeSpan waitSeconds = System.TimeSpan.FromSeconds(0.1f); while (true) { await System.Threading.Tasks.Task.Delay(waitSeconds); ProgressManager.CheckIsNeedToSaveLocal(); } }