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Diffstat (limited to 'Runtime/Export/UnityEngineTime.txt')
-rw-r--r-- | Runtime/Export/UnityEngineTime.txt | 65 |
1 files changed, 65 insertions, 0 deletions
diff --git a/Runtime/Export/UnityEngineTime.txt b/Runtime/Export/UnityEngineTime.txt new file mode 100644 index 0000000..9119d4b --- /dev/null +++ b/Runtime/Export/UnityEngineTime.txt @@ -0,0 +1,65 @@ +C++RAW + + +#include "UnityPrefix.h" +#include "Configuration/UnityConfigure.h" +#include "Runtime/Input/TimeManager.h" +#include "Runtime/Scripting/ScriptingUtility.h" +#include <ctime> + +using namespace Unity; +using namespace std; + +CSRAW +using System; +using System.Runtime.CompilerServices; +using System.Runtime.InteropServices; +using System.Collections; +using UnityEngineInternal; + +namespace UnityEngine +{ + +// The interface to get time information from Unity. +CLASS Time + + // The time this frame has started (RO). This is the time in seconds since the start of the game. + CUSTOM_PROP static float time { return GetTimeManager ().GetCurTime (); } + + // The time this frame has started (RO). This is the time in seconds since the last level has been loaded. + CUSTOM_PROP static float timeSinceLevelLoad { return GetTimeManager ().GetTimeSinceLevelLoad (); } + + // The time in seconds it took to complete the last frame (RO). + CUSTOM_PROP static float deltaTime { return GetTimeManager ().GetDeltaTime (); } + + // The time the latest MonoBehaviour::pref::FixedUpdate has started (RO). This is the time in seconds since the start of the game. + CUSTOM_PROP static float fixedTime { return GetTimeManager ().GetFixedTime (); } + + + // The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour::pref::FixedUpdate) are performed. + CUSTOM_PROP static float fixedDeltaTime { return GetTimeManager ().GetFixedDeltaTime (); } { GetTimeManager ().SetFixedDeltaTime (value); } + + // The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour::pref::FixedUpdate) + CUSTOM_PROP static float maximumDeltaTime { return GetTimeManager ().GetMaximumDeltaTime (); } { GetTimeManager ().SetMaximumDeltaTime (value); } + + // A smoothed out Time.deltaTime (RO). + CUSTOM_PROP static float smoothDeltaTime { return GetTimeManager ().GetSmoothDeltaTime (); } + + // The scale at which the time is passing. This can be used for slow motion effects. + CUSTOM_PROP static float timeScale { return GetTimeManager ().GetTimeScale (); } { GetTimeManager ().SetTimeScale (value); } + + // The total number of frames that have passed (RO). + CUSTOM_PROP static int frameCount { return GetTimeManager ().GetFrameCount (); } + + //*undocumented* + CUSTOM_PROP static int renderedFrameCount { return GetTimeManager ().GetRenderFrameCount (); } + + // The real time in seconds since the game started (RO). + CUSTOM_PROP static float realtimeSinceStartup { return GetTimeManager().GetRealtime (); } + + // If /captureFramerate/ is set to a value larger than 0, time will advance in + CUSTOM_PROP static int captureFramerate { return GetTimeManager().GetCaptureFramerate(); } { GetTimeManager().SetCaptureFramerate (value); } +END + +CSRAW } + |