Пример #1
0
 void Update()
 {
     //_time += UnityEngine.Time.deltaTime * TimeScale;
     if (!_pathTimer.IsActive)
     {
         _pathTimer.Activate();
     }
     _deltaTime     = UnityEngine.Time.deltaTime * TimeScale;
     _deltaUnscaled = UnityEngine.Time.deltaTime;
     if (!Game.Paused)
     {
         _time += _deltaTime;
     }
     _timeUnscaled += _deltaUnscaled;
     //_deltaUnscaled = UnityEngine.Time.unscaledDeltaTime;
     RunUpdate();
     SystemManager.SystemUpdate();
     World.Update(_deltaTime, _deltaUnscaled);
     //if (GameOptions.UseCulling) {
     //    CullingManager.Main.Update();
     //}
     Entity.ProcessPendingDeletes();
 }
Пример #2
0
 void FixedUpdate()
 {
     _fixedDelta = UnityEngine.Time.fixedDeltaTime * TimeScale;
     SystemManager.FixedSystemUpdate(FixedDelta);
     World.FixedUpdate(FixedDelta);
 }