// Uses a coroutine instead of update for efficiency. private void TickSystems() { float curTick = Time.time; float deltaT = curTick - _lastTick; power.Tick(deltaT); computer.Tick(deltaT); _lastTick = curTick; }
// Uses a coroutine instead of update for efficiency. private void TickSystems() { float curTick = Time.time; float deltaT = curTick - _lastTick; power.Tick(deltaT); computer.Tick(deltaT); _lastTick = curTick; }