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* Serialization docs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * ECS docs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * scattered docs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * Fixes --------- Co-authored-by: Moony <moonheart08@users.noreply.github.com> Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
29 lines
917 B
C#
29 lines
917 B
C#
using System;
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namespace Robust.Shared.Timing
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{
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/// <summary>
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/// Arguments of the GameLoop frame event.
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/// </summary>
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public readonly struct FrameEventArgs
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{
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/// <summary>
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/// Seconds passed since this event was last called.
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/// </summary>
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/// <remarks>
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/// Acceptable and simple to use for basic timing code, but accumulators/etc should prefer to use
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/// <see cref="TimeSpan"/>s and <see cref="IGameTiming.CurTime"/> to avoid loss of precision.
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/// </remarks>
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public float DeltaSeconds { get; }
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/// <summary>
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/// Constructs an instance of this object.
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/// </summary>
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/// <param name="deltaSeconds">Seconds passed since this event was last called.</param>
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public FrameEventArgs(float deltaSeconds)
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{
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DeltaSeconds = deltaSeconds;
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}
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}
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}
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