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Quick demo on time slow down in BF'88
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namespace Client.Game.Core { | |
public class Game | |
{ | |
public static Game Instance { get; private set; } | |
public bool Paused; | |
public Actor PossessedActor; | |
public FSM States; | |
public GameMode Mode; | |
public Seed Seed { | |
get; private set; | |
} | |
public Game (GameManagerProxy proxy) | |
{ | |
Mode = GameMode.Pending(); | |
Settings.Settings.Apply(); | |
MonoProxy = proxy; | |
Instance = this; | |
Init(); | |
} | |
private float skipTime = 0f; | |
public void SkipTime (float duration, float atScale = 0f, bool allowReduction = true) | |
{ | |
//if already skipping, lower additional skip amt | |
if (skipTime > 0f && allowReduction) | |
duration *= .2f; | |
skipTime += duration; | |
Time.timeScale = atScale; | |
} | |
private void Init() { | |
this.Seed = new Seed(Mode.SeedValue); | |
AudioMixer = Mixer.Get(); | |
States.Start(this); | |
} | |
public void Update(float dt) { | |
if(!Paused) { | |
if(skipTime > 0f) { | |
skipTime-= Time.unscaledDeltaTime; | |
} else { | |
skipTime = 0f; | |
Time.timeScale = 1f; | |
} | |
} | |
States.Update(dt); | |
} | |
} | |
} |
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