using System; namespace Robust.Shared.Timing { /// /// Arguments of the GameLoop frame event. /// public readonly struct FrameEventArgs { /// /// Seconds passed since this event was last called. /// /// /// Acceptable and simple to use for basic timing code, but accumulators/etc should prefer to use /// s and to avoid loss of precision. /// public float DeltaSeconds { get; } /// /// Constructs an instance of this object. /// /// Seconds passed since this event was last called. public FrameEventArgs(float deltaSeconds) { DeltaSeconds = deltaSeconds; } } }