Files
RobustToolbox/Robust.Shared/Timing/FrameEventArgs.cs
slarticodefast 4747e5a05a Add and update a lot of documentation (#6337)
* 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>
2025-12-15 20:26:17 +01:00

29 lines
917 B
C#

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