◆ AddUpdateable()
| void Game.SubsystemUpdate.AddUpdateable |
( |
IUpdateable | updateable | ) |
|
◆ Load()
◆ OnEntityAdded()
| override void Game.SubsystemUpdate.OnEntityAdded |
( |
Entity | entity | ) |
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virtual |
◆ OnEntityRemoved()
| override void Game.SubsystemUpdate.OnEntityRemoved |
( |
Entity | entity | ) |
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virtual |
◆ RemoveUpdateable()
| void Game.SubsystemUpdate.RemoveUpdateable |
( |
IUpdateable | updateable | ) |
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◆ Save()
◆ Update()
| virtual void Game.SubsystemUpdate.Update |
( |
| ) |
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virtual |
◆ m_debugInfos
| Dictionary<Type, DebugInfo> Game.SubsystemUpdate.m_debugInfos = [] |
◆ m_debugStopwatch
| Stopwatch Game.SubsystemUpdate.m_debugStopwatch = new() |
◆ m_sortedUpdateables
| List<IUpdateable> Game.SubsystemUpdate.m_sortedUpdateables = [] |
◆ m_subsystemTime
◆ m_toAddOrRemove
| Dictionary<IUpdateable, bool> Game.SubsystemUpdate.m_toAddOrRemove = [] |
◆ m_updateables
◆ UpdateTimeDebug
| bool Game.SubsystemUpdate.UpdateTimeDebug = false |
◆ DefaultFixedTimeStep
| float Game.SubsystemUpdate.DefaultFixedTimeStep |
|
get |
◆ DefaultFixedUpdateStep
| int Game.SubsystemUpdate.DefaultFixedUpdateStep |
|
get |
◆ UpdateablesCount
| int Game.SubsystemUpdate.UpdateablesCount |
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get |
◆ UpdatesPerFrame
| int Game.SubsystemUpdate.UpdatesPerFrame |
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getset |
该类的文档由以下文件生成: