public void Update() { CurTime = Time.realtimeSinceStartup; #if UNITY_EDITOR if (!EditorApplication.isPlaying) { if (!EditView) { return; } CurTime = EditorApplication.timeSinceStartup; if (!CheckEditModeInited()) { ResetEditScene(); } } #endif float deltaTime = (float)(CurTime - LastTime); if (!IgnoreTimeScale) { deltaTime *= Time.timeScale; } ElapsedTime += deltaTime; foreach (EffectLayer el in EflList) { if (el == null) { continue; } if (ElapsedTime > el.StartTime && IsActive(el.gameObject)) { el.FixedUpdateCustom(deltaTime); } } for (int i = 0; i < EventList.Count; i++) { XftEventComponent e = EventList[i]; if (IsActive(e.gameObject)) { e.UpdateCustom(deltaTime); } } LastTime = CurTime; #if UNITY_EDITOR if (!EditorApplication.isPlaying) { LateUpdate(); } #endif }
public void Update() { CurTime = Time.realtimeSinceStartup; #if UNITY_EDITOR if (!EditorApplication.isPlaying) { if (!EditView) { return; } CurTime = EditorApplication.timeSinceStartup; if (!CheckEditModeInited()) { ResetEditScene(); } } #endif float deltaTime = (float)(CurTime - LastTime); //simple method to check game delay: the game must run above 20 FPS. if (deltaTime > 0.05f) { deltaTime = 0.0333f; } if (!IgnoreTimeScale) { deltaTime *= Time.timeScale; } ElapsedTime += deltaTime; for (int i = 0; i < EflList.Count; i++) { if (EflList[i] == null) //be destroyed? { return; } EffectLayer el = EflList[i]; if (ElapsedTime > el.StartTime && IsActive(el.gameObject)) { el.FixedUpdateCustom(deltaTime); } } for (int i = 0; i < EventList.Count; i++) { XftEventComponent e = EventList[i]; if (IsActive(e.gameObject)) { e.UpdateCustom(deltaTime); } } LastTime = CurTime; #if UNITY_EDITOR if (!EditorApplication.isPlaying) { LateUpdate(); } #endif }