C++RAW #include "UnityPrefix.h" #include "Configuration/UnityConfigure.h" #include "Runtime/Input/TimeManager.h" #include "Runtime/Scripting/ScriptingUtility.h" #include 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 }