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https://github.com/Alex-Rachel/TEngine.git
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GameTime.StartFrame
GameTime.StartFrame 统一游戏内的时间帧数
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37
Assets/TEngine/Runtime/Core/GameTime.cs
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37
Assets/TEngine/Runtime/Core/GameTime.cs
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@@ -0,0 +1,37 @@
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using UnityEngine;
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namespace TEngine
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{
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/// <summary>
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/// 统一获取游戏内的时间处理,减少多处调用Unity的时间函数
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/// </summary>
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public static class GameTime
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{
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/// <summary>
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/// 这一帧的记录
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/// </summary>
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public static void StartFrame()
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{
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time = Time.time;
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deltaTime = Time.deltaTime;
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quickRealTime = Time.realtimeSinceStartup;
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frameCount = Time.frameCount;
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unscaledTime = Time.unscaledTime;
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}
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public static float time;
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public static float deltaTime;
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public static int frameCount;
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public static float unscaledTime;
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public static float realtimeSinceStartup
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{
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get
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{
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return Time.realtimeSinceStartup;
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}
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}
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public static float quickRealTime;
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}
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}
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@@ -19,6 +19,8 @@ namespace TEngine
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RegisterAllSystem();
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AfterAwake();
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GameTime.StartFrame();
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}
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/// <summary>
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@@ -72,6 +74,7 @@ namespace TEngine
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#region 生命周期
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public void Start()
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{
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GameTime.StartFrame();
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var listLogic = m_LogicMgrList;
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var logicCnt = listLogic.Count;
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for (int i = 0; i < logicCnt; i++)
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@@ -85,6 +88,7 @@ namespace TEngine
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public void Update()
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{
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GameTime.StartFrame();
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var listLogic = m_LogicMgrList;
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var logicCnt = listLogic.Count;
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for (int i = 0; i < logicCnt; i++)
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@@ -96,6 +100,7 @@ namespace TEngine
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public void LateUpdate()
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{
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GameTime.StartFrame();
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var listLogic = m_LogicMgrList;
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var logicCnt = listLogic.Count;
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for (int i = 0; i < logicCnt; i++)
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@@ -107,6 +112,7 @@ namespace TEngine
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public void OnPause()
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{
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GameTime.StartFrame();
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for (int i = 0; i < m_LogicMgrList.Count; i++)
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{
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var logicSys = m_LogicMgrList[i];
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@@ -116,6 +122,7 @@ namespace TEngine
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public void OnResume()
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{
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GameTime.StartFrame();
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for (int i = 0; i < m_LogicMgrList.Count; i++)
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{
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var logicSys = m_LogicMgrList[i];
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@@ -125,6 +132,7 @@ namespace TEngine
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protected override void OnDestroy()
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{
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GameTime.StartFrame();
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for (int i = 0; i < m_LogicMgrList.Count; i++)
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{
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var logicSys = m_LogicMgrList[i];
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