internal void Update() { try { Profiler.BeginEvent("Editor.Update"); StateMachine.Update(); UpdateAutoSave(); if (!StateMachine.IsPlayMode) { SetupEditorFPS(); } // Update modules for (int i = 0; i < _modules.Count; i++) { _modules[i].OnUpdate(); } if (Input.GetKeyDown(Keys.F6)) { Simulation.RequestResumeOrPause(); } Profiler.EndEvent(); } catch (Exception ex) { Debug.LogException(ex); } }
internal void Update() { try { // Update state machine StateMachine.Update(); // Drop performance if app has no focus (only when game is not running) if (!StateMachine.IsPlayMode) { bool isFocused = Application.HasFocus; Time.DrawFPS = isFocused ? 60 : 15; Time.UpdateFPS = isFocused ? 60 : 15; Time.PhysicsFPS = isFocused ? 30 : 20; } // Update modules for (int i = 0; i < _modules.Count; i++) { _modules[i].OnUpdate(); } if (Input.GetKeyDown(Keys.F6)) { Simulation.RequestResumeOrPause(); } } catch (Exception ex) { Debug.LogException(ex); } }
internal void Update() { try { Profiler.BeginEvent("Editor.Update"); StateMachine.Update(); UpdateAutoSave(); // Drop performance if app has no focus (only when game is not running) if (!StateMachine.IsPlayMode) { bool isFocused = Platform.HasFocus; Time.DrawFPS = isFocused ? 60 : 15; Time.UpdateFPS = isFocused ? 60 : 15; Time.PhysicsFPS = isFocused ? 30 : 20; } // Update modules for (int i = 0; i < _modules.Count; i++) { _modules[i].OnUpdate(); } if (Input.GetKeyDown(Keys.F6)) { Simulation.RequestResumeOrPause(); } Profiler.EndEvent(); } catch (Exception ex) { Debug.LogException(ex); } }