// Update is called once per frame void Update() { //顿帧 if (m_frameStopTime > 0f && m_frameStopStartTime > 0f) { if (m_frameStopTime < Time.realtimeSinceStartup - m_frameStopStartTime) { //CoreEntry.gTimeMgr.TimeScale = 1f; // TimeScaleCore.ResetValue(); m_actor.SetActionSpeed(m_actor.GetCurPlayAction(), 1.0f); m_frameStopTime = 0f; m_frameStopStartTime = 0f; } } }
//获取当前动作时间 public float GetCurActionTime() { if (m_actor != null) { return(m_actor.GetCurActionTime(m_actor.GetCurPlayAction())); } return(0); }