public TimeContext CreateTimeContext() { TimeContext ret = new TimeContext(); time_contexts.Add(ret); return(ret); }
public void Update() { float dt = UnityEngine.Time.unscaledDeltaTime; for (int i = 0; i < time_contexts.Count; ++i) { TimeContext curr_time_context = time_contexts[i]; curr_time_context.Tick(dt); } }
public Timer(TimeContext context) { Contract.IsNotNull(context); this.context = context; }