Class Time
Game ticking and timing system.
Inheritance
Assembly: FlaxEngine.dll
File: Engine/Engine/Time.h
Syntax
public class Time
Fields
Current
The current tick data (update, physics or draw).
Declaration
public static TickData* Current
Field Value
|
TickData
|
Draw
The rendering data.
Declaration
public static TickData Draw
Field Value
|
TickData
|
DrawFPS
The target amount of the frames rendered per second (target game FPS).
To get the actual game FPS use Engine.FramesPerSecond
Declaration
public static float DrawFPS
Field Value
|
float
|
Physics
The physics simulation updating data.
Declaration
public static FixedStepTickData Physics
Field Value
|
FixedStepTickData
|
PhysicsFPS
The target amount of the physics simulation updates per second (also fixed updates frequency).
Declaration
public static float PhysicsFPS
Field Value
|
float
|
StartupTime
The time at which the game started (UTC local).
Declaration
public static DateTime StartupTime
Field Value
|
DateTime
|
TimeScale
The game time scale factor. Default is 1.
Declaration
public static float TimeScale
Field Value
|
float
|
Update
The game logic updating data.
Declaration
public static TickData Update
Field Value
|
TickData
|
UpdateFPS
The target amount of the game logic updates per second (script updates frequency).
Declaration
public static float UpdateFPS
Field Value
|
float
|
Methods
GetCurrentSafe()
Gets the current tick data (safety so returns Update tick data if no active).
Declaration
public static TickData* GetCurrentSafe()
Returns
|
TickData
The tick data. |
GetDeltaTime()
Gets time in seconds it took to complete the last frame, TimeScale dependent.
Declaration
public static float GetDeltaTime()
Returns
|
float
|
GetGamePaused()
Gets the value indicating whenever game logic is paused (physics, script updates, etc.).
Declaration
public static bool GetGamePaused()
Returns
|
bool
True if game is being paused, otherwise false. |
GetGameTime()
Gets time at the beginning of this frame. This is the time in seconds since the start of the game.
Declaration
public static float GetGameTime()
Returns
|
float
|
GetNextTick()
Gets the time of next upcoming tick data of ticking group with defined update frequency.
Declaration
public static double GetNextTick()
Returns
|
double
The time of next tick. |
GetTimeSinceStartup()
Gets the time since startup in seconds (unscaled).
Declaration
public static float GetTimeSinceStartup()
Returns
|
float
|
GetUnscaledDeltaTime()
Gets timeScale-independent time in seconds it took to complete the last frame.
Declaration
public static float GetUnscaledDeltaTime()
Returns
|
float
|
GetUnscaledGameTime()
Gets timeScale-independent time at the beginning of this frame. This is the time in seconds since the start of the game.
Declaration
public static float GetUnscaledGameTime()
Returns
|
float
|
SetFixedDeltaTime(bool enable, float value)
Sets the fixed FPS for game logic updates (draw and update).
Declaration
public static void SetFixedDeltaTime(bool enable, float value)
Parameters
|
bool
enable
True if enable this feature, otherwise false. |
|
float
value
The fixed draw/update rate for the time. |
SetGamePaused(bool value)
Sets the value indicating whenever game logic is paused (physics, script updates, etc.).
Declaration
public static void SetGamePaused(bool value)
Parameters
|
bool
value
True if pause game logic, otherwise false. |
Synchronize()
Synchronizes update, fixed update and draw. Resets any pending deltas for fresh ticking in sync.
Declaration
public static void Synchronize()