Пример #1
0
 internal FoundationAIUpdate(GameObject gameObject, FoundationAIUpdateModuleData moduleData) : base(gameObject, moduleData)
 {
     _moduleData     = moduleData;
     _updateInterval = 500; // we do not have to check every frame
 }
Пример #2
0
 //TODO: rather notify this when the corresponding order is processed and update again when the object is dead/destroyed
 internal FoundationAIUpdate(GameObject gameObject, FoundationAIUpdateModuleData moduleData)
     : base(gameObject, moduleData)
 {
     _moduleData     = moduleData;
     _updateInterval = new LogicFrameSpan((uint)MathF.Ceiling(Game.LogicFramesPerSecond / 2)); // 0.5s, we do not have to check every frame
 }