void Update() { sw.Restart(); TimeSpan swStart; UpdateTriggers(); UpdateTimes[1] = sw.Elapsed.TotalMilliseconds; // Exit Sample if (Input.GetKey(KeyCode.Escape)) { Application.Quit(); #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #endif } if (Input.GetKeyDown(KeyCode.Tab)) { cameraMode = !cameraMode; if (cameraMode) { Camera.ActivateControl(); } else { Camera.DeactivateControl(); } } #if UNITY_EDITOR if (Input.GetKeyDown(KeyCode.BackQuote)) { EditorWindow window = EditorWindow.focusedWindow; // Assume the game view is focused. window.maximized = !window.maximized; } #endif swStart = sw.Elapsed; UpdateMovingObjects(); UpdateTimes[2] = (sw.Elapsed - swStart).TotalMilliseconds; swStart = sw.Elapsed; UpdateObjects(); UpdateTimes[3] = (sw.Elapsed - swStart).TotalMilliseconds; swStart = sw.Elapsed; Timer.GameUpdate(); UpdateTimes[4] = (sw.Elapsed - swStart).TotalMilliseconds; swStart = sw.Elapsed; Map.ProcessCellStateTests(10); UpdateTimes[5] = (sw.Elapsed - swStart).TotalMilliseconds; //if (!cameraMode) // Character.GameUpdate(); Camera.GameUpdate(); sw.Stop(); UpdateTimes[0] = sw.Elapsed.TotalMilliseconds; }