public RuntimeService() { _runtimeGameObject = new GameObject("RuntimeClients"); Object.DontDestroyOnLoad(_runtimeGameObject); _runtimeClient = RegisterClient <RuntimeClient>(); _runtimeClient.OnUpdate += () => OnUpdate?.Invoke(); _runtimeClient.OnFixedUpdate += () => OnFixedUpdate?.Invoke(); _runtimeClient.OnLateUpdate += () => OnLateUpdate?.Invoke(); _runtimeClient.OnQuit += () => OnQuit?.Invoke(); _runtimeClient.OnPause += pause => OnPause?.Invoke(pause); }
private void LateUpdate() { OnLateUpdate?.Invoke(); }
public virtual void LateUpdateCallback(float deltaTime) { OnLateUpdate?.Invoke(deltaTime); }
protected virtual void LateUpdate() { OnLateUpdate?.Invoke(Time.deltaTime); }
void LateUpdate() { OnLateUpdate?.Invoke(Time.deltaTime); OnLateRealTimeUpdate?.Invoke(Time.unscaledDeltaTime); }
public static void BroadcastOnLateUpdate() { OnLateUpdate?.Invoke(); }
void LateUpdate() => OnLateUpdate?.Invoke();
//更快的帧循环 private void LateUpdate() { mainStart?.LateUpdate(); OnLateUpdate?.Invoke(); }
protected override void StateLateUpdate() { base.StateLateUpdate(); OnLateUpdate?.Invoke(this); }
protected virtual void LateUpdate() { OnLateUpdate?.Invoke(); }
public static void LateUpdate() => OnLateUpdate?.Invoke();
private void LateUpdate() { OnLateUpdate?.Invoke(Time.deltaTime); }
public void InvokeOnLateUpdate(float fDelta) { OnLateUpdate?.Invoke(this, fDelta); }