/// <summary>Updates all worldUI's. Called internally to update pixel perfect WorldUI's.</summary> public static void UpdateAll() { if (UI.FirstWorldUI != null) { WorldUI current = UI.FirstWorldUI; while (current != null) { current.Update(); current = current.UIAfter; } } }
/// <summary>Updates the UI. Don't call this - PowerUI knows when it's needed; This is done from Start and WorldUI constructors.</summary> public static void InternalUpdate() { // Get a deltaTime unaffected by timeScale: float deltaTime = Time.unscaledDeltaTime; RedrawTimer += deltaTime; // Update any callbacks: if (Callbacks.FirstToRun != null) { Callbacks.RunAll(); } // OnUpdate queue too: if (OnUpdate.FirstElement != null) { OnUpdate.Update(); } // Update animations: Spa.SPA.Update(deltaTime); if (WorldUI.LiveUpdatablesAvailable) { WorldUI.UpdateAll(); } if (RedrawTimer < RedrawRate) { return; } // Currently, RedrawTimer is exactly the amount of time we took: float frameTime = RedrawTimer; RedrawTimer = 0f; if (GUICamera == null) { return; } // Check for timeouts: Web.Update(frameTime); // Atlases: AtlasStacks.Update(); // Screen size: ScreenInfo.Update(); // Update Input (mouse/keys etc). PowerUI.Input.Update(); // Animations: UIAnimation.Update(frameTime); // Dynamic graphics: DynamicTexture.Update(); // Redraw the root html document (if it needs to be redrawn): Renderer.Update(); // Redraw any in-world documents (if they need it). // Did we call update all above? bool worldUIRequiresUpdate = !WorldUI.LiveUpdatablesAvailable; // Clear the flag: WorldUI.LiveUpdatablesAvailable = false; if (FirstWorldUI != null) { WorldUI current = FirstWorldUI; while (current != null) { if (worldUIRequiresUpdate) { // Update: current.Update(); // Was it destroyed? if (current.Renderer == null) { // Hop to the next one: current = current.UIAfter; continue; } } if (current.Expires) { current.ExpiresIn -= frameTime; if (current.ExpiresIn <= 0f) { // Expire it: current.Expire(); // Hop to the next one: current = current.UIAfter; continue; } } // Update the renderer: current.Renderer.Update(); // Update the flag: if (current.PixelPerfect || current.AlwaysFaceCamera) { // We have at least one which is updateable: WorldUI.LiveUpdatablesAvailable = true; } current = current.UIAfter; } } // Draw characters: Blaze.TextureCameras.Update(frameTime); // Flush any atlases: AtlasStacks.Flush(); }
/// <summary>Updates the UI. Don't call this - PowerUI knows when it's needed; This is done from Start and WorldUI constructors.</summary> public static void InternalUpdate() { // Update any callbacks: if (Callbacks.FirstToRun != null) { Callbacks.RunAll(); } // Update animations: SPA.Update(); // Update any Http requests: Http.Update(); if (WorldUI.LiveUpdatablesAvailable) { WorldUI.UpdateAll(); } RedrawTimer += Time.deltaTime; if (RedrawTimer < RedrawRate) { return; } RedrawTimer = 0f; if (GUICamera == null) { return; } // Atlases: AtlasStacks.Update(); // Screen size: ScreenInfo.Update(); // Update Input (mouse/keys etc). PowerUI.Input.Update(); // Animations: UIAnimation.Update(); // Dynamic graphics: DynamicTexture.Update(); // Redraw the root html document (if it needs to be redrawn): Renderer.Update(); if (MainCameraPool != null && MainCameraPool.DidLayout) { // The main UI did a layout and we have a camera pool. // We now need to do some post-layout spring cleaning. MainCameraPool.ClearPool(); } // Redraw any in-world documents (if they need it). // Did we call update all above? bool worldUIRequiresUpdate = !WorldUI.LiveUpdatablesAvailable; // Clear the flag: WorldUI.LiveUpdatablesAvailable = false; if (FirstWorldUI != null) { WorldUI current = FirstWorldUI; while (current != null) { if (worldUIRequiresUpdate) { // Update: current.Update(); // Was it destroyed? if (current.Renderer == null) { // Hop to the next one: current = current.UIAfter; continue; } } if (current.Expires) { current.ExpiresIn -= RedrawRate; if (current.ExpiresIn <= 0f) { // Expire it: current.Expire(); // Hop to the next one: current = current.UIAfter; continue; } } // Update the renderer: current.Renderer.Update(); // Update the flag: if (current.PixelPerfect || current.AlwaysFaceCamera) { // We have at least one which is updateable: WorldUI.LiveUpdatablesAvailable = true; } current = current.UIAfter; } } // Flush any atlases: AtlasStacks.Flush(); }