예제 #1
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        public RuntimeService()
        {
            _runtimeGameObject = new GameObject("RuntimeClients");

            Object.DontDestroyOnLoad(_runtimeGameObject);

            _runtimeClient = RegisterClient <RuntimeClient>();

            _runtimeClient.OnUpdate      += () => OnUpdate?.Invoke();
            _runtimeClient.OnFixedUpdate += () => OnFixedUpdate?.Invoke();
            _runtimeClient.OnLateUpdate  += () => OnLateUpdate?.Invoke();
            _runtimeClient.OnQuit        += () => OnQuit?.Invoke();
            _runtimeClient.OnPause       += pause => OnPause?.Invoke(pause);
        }
예제 #2
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 private void LateUpdate()
 {
     OnLateUpdate?.Invoke();
 }
예제 #3
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 public virtual void LateUpdateCallback(float deltaTime)
 {
     OnLateUpdate?.Invoke(deltaTime);
 }
예제 #4
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 private void LateUpdate()
 {
     OnLateUpdate.SafeInvoke();
 }
 protected virtual void LateUpdate()
 {
     OnLateUpdate?.Invoke(Time.deltaTime);
 }
 void LateUpdate()
 {
     OnLateUpdate?.Invoke(Time.deltaTime);
     OnLateRealTimeUpdate?.Invoke(Time.unscaledDeltaTime);
 }
예제 #7
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 public static void BroadcastOnLateUpdate()
 {
     OnLateUpdate?.Invoke();
 }
 void LateUpdate() => OnLateUpdate?.Invoke();
예제 #9
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 //更快的帧循环
 private void LateUpdate()
 {
     mainStart?.LateUpdate();
     OnLateUpdate?.Invoke();
 }
예제 #10
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 protected override void StateLateUpdate()
 {
     base.StateLateUpdate();
     OnLateUpdate?.Invoke(this);
 }
예제 #11
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 protected virtual void LateUpdate()
 {
     OnLateUpdate?.Invoke();
 }
예제 #12
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파일: ModEvents.cs 프로젝트: YLMAPI/YLMAPI
 public static void LateUpdate()
 => OnLateUpdate?.Invoke();
예제 #13
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 private void LateUpdate()
 {
     OnLateUpdate?.Invoke(Time.deltaTime);
 }
예제 #14
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 public void InvokeOnLateUpdate(float fDelta)
 {
     OnLateUpdate?.Invoke(this, fDelta);
 }