private void _updateHook_Update(object sender, System.EventArgs e) { if (OnUpdate != null) { OnUpdate(this, e); } _updatePump.Update(); _currentFrame = UnityEngine.Time.frameCount; }
private void _tardyUpdateHook_FixedUpdate(object sender, System.EventArgs e) { _tardyFixedUpdatePump.Update(); if (TardyFixedUpdate != null) { TardyFixedUpdate(this, e); } ////Track exit of fixedupdate loop //_currentSequence = UpdateSequence.None; }
//Fixed Update private void FixedUpdate() { //Track entry into fixedupdate loop _currentSequence = UpdateSequence.FixedUpdate; if (_internalEarlyUpdate != null) { _internalEarlyUpdate(true); } _earlyFixedUpdatePump.Update(); _fixedUpdateInvokeHandle.Update(); if (EarlyFixedUpdate != null) { EarlyFixedUpdate(this, System.EventArgs.Empty); } }