internal FoundationAIUpdate(GameObject gameObject, FoundationAIUpdateModuleData moduleData) : base(gameObject, moduleData) { _moduleData = moduleData; _updateInterval = 500; // we do not have to check every frame }
//TODO: rather notify this when the corresponding order is processed and update again when the object is dead/destroyed internal FoundationAIUpdate(GameObject gameObject, FoundationAIUpdateModuleData moduleData) : base(gameObject, moduleData) { _moduleData = moduleData; _updateInterval = new LogicFrameSpan((uint)MathF.Ceiling(Game.LogicFramesPerSecond / 2)); // 0.5s, we do not have to check every frame }