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;
}
}
}