static public float GetDelta(this TimeType item) { switch (item) { case TimeType.Active: return(ActiveGameTime.GetDelta()); case TimeType.Actual: return(ActualGameTime.GetDelta()); } throw new UnaccountedBranchException("item", item); }
private void Update() { if (Application.isPlaying) { SpriteSequenceFrame frame = current_sequence.GetFrameByValue(sequence_value); if (frame.IsSloped()) { sequence_value += frame.GetSlope() * ActiveGameTime.GetDelta(); } GetComponent <SpriteRenderer>().sprite = frame.GetSprite(); } else { GetComponent <SpriteRenderer>().sprite = sequenced_sprite.GetDefaultSprite(); } }