Hex Terrains Framework
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    Struct HexTerrainSimulationTimer

    Implements
    IComponentData
    IQueryTypeParameter
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: Fwt.HexTerrains.Simulations.Data
    Assembly: fwt.hexterrains.dll
    Syntax
    public struct HexTerrainSimulationTimer : IComponentData, IQueryTypeParameter

    Fields

    DeltaTime

    The time elapsed since the last simulation frame in seconds. This is the time that has passed in the simulation since the last update.

    Declaration
    public float DeltaTime
    Field Value
    Type Description
    float

    Elapsed

    The total elapsed time in seconds since the simulation started. This is the total time that has passed in the simulation, it's not always the elapsed game time.

    Declaration
    public double Elapsed
    Field Value
    Type Description
    double

    FixedTimeStep

    The fixed time step in seconds for the simulation. This value is used when IsFixedTimeStep is true to determine the time between simulation frames.

    Declaration
    public float FixedTimeStep
    Field Value
    Type Description
    float

    FrameCount

    The number of simulation frames that have been processed in the simulation.

    Declaration
    public long FrameCount
    Field Value
    Type Description
    long

    IsFixedTimeStep

    If true, the simulation runs with a fixed time step defined by FixedTimeStep. If false, the simulation runs with a variable time step based on DeltaTime.

    Declaration
    public bool IsFixedTimeStep
    Field Value
    Type Description
    bool

    IsPaused

    If true, the simulation is paused and does not advance.

    Declaration
    public bool IsPaused
    Field Value
    Type Description
    bool

    IsTickAndPause

    If true, the simulation will tick once and then pause. This is useful for debugging, allowing you to step through the simulation one frame at a time.

    Declaration
    public bool IsTickAndPause
    Field Value
    Type Description
    bool

    SimulationDelay

    This amount of frames will be skipped between each simulation frames. 0 meas no frames will be skipped, 1 means every other frame will be simulated, 2 means every third frame will be simulated, and so on. This allows you to control the frequency of the simulation updates, which can be useful for performance optimization or for creating slow-motion effects.

    Declaration
    public int SimulationDelay
    Field Value
    Type Description
    int

    SimulationDelayCounter

    Current counter for the simulation delay. When this counter reaches SimulationDelay, the simulation will run and the counter will reset to 0. This allows you to control how often the simulation updates, effectively skipping frames if needed.

    Declaration
    public int SimulationDelayCounter
    Field Value
    Type Description
    int

    TimeScale

    The time scale for the simulation. A value of 1.0 means real-time, 2.0 means double speed, and 0.5 means half speed.

    Declaration
    public float TimeScale
    Field Value
    Type Description
    float

    Implements

    Unity.Entities.IComponentData
    Unity.Entities.IQueryTypeParameter

    Extension Methods

    HashExtensions.GetHashCode_ValueType<TValue>(TValue, int)
    Extensions_UnityObject.SmartDestroy(object)
    Extensions_UnityObject.SmartGetComponent<TComponent>(object)
    Extensions_UnityObject.SmartGetGameGameObject(object)
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