void gameMemory_OnSetTickRate(object sender, SetTickRateEventArgs e)
 {
     // if we keep the ticks from the previous session, a tick rate change may happen due to
     // different game versions, causing the existing ticks to produce the wrong time
     // so store this time and reset the total tick count
     Debug.WriteLine("tickrate " + e.IntervalPerTick);
     Debug.WriteLine($"add to cumulative time: {GameTime.Ticks - _cumulativeTime}");
     _cumulativeTime += GameTime.Ticks - _cumulativeTime;
     _totalTicks      = 0;
     _intervalPerTick = e.IntervalPerTick;
 }
Exemplo n.º 2
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 void gameMemory_OnSetTickRate(object sender, SetTickRateEventArgs e)
 {
     Debug.WriteLine("tickrate " + e.IntervalPerTick);
     _intervalPerTick = e.IntervalPerTick;
 }