mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-10 06:34:16 +00:00
replace Time.time with Time.timeAsDouble - fix problems with floating-point numbers precision when game uptime is high (eg. 1 month)
This commit is contained in:
parent
cc79defb97
commit
01633f3817
23 changed files with 74 additions and 74 deletions
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@ -45,7 +45,7 @@ namespace SanAndreasUnity.Behaviours
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public bool IsMinimapVisible => _canvas.enabled && this.gameObject.activeInHierarchy;
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private float _timeWhenRetrievedZoneName = 0f;
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private double _timeWhenRetrievedZoneName = 0f;
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private string _lastZoneName = "";
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@ -53,9 +53,9 @@ namespace SanAndreasUnity.Behaviours
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{
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get
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{
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if (Time.time - _timeWhenRetrievedZoneName > 2f)
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if (Time.timeAsDouble - _timeWhenRetrievedZoneName > 2f)
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{
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_timeWhenRetrievedZoneName = Time.time;
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_timeWhenRetrievedZoneName = Time.timeAsDouble;
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_lastZoneName = Zone.GetZoneName(this.FocusPos);
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}
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@ -334,12 +334,12 @@ namespace SanAndreasUnity.Behaviours
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// yield until you find ground beneath or above the player, or until timeout expires
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float timeStarted = Time.time;
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double timeStarted = Time.timeAsDouble;
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int numAttempts = 1;
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while (true) {
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if (Time.time - timeStarted > 4.0f) {
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if (Time.timeAsDouble - timeStarted > 4.0f) {
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// timeout expired
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Debug.LogWarningFormat("Failed to find ground for ped {0} - timeout expired", this.DescriptionForLogging);
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yield break;
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@ -29,8 +29,8 @@ namespace SanAndreasUnity.Behaviours
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/// </summary>
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public DamageInfo KillingDamageInfo { get; set; }
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public float LastTimeWhenDamaged { get; private set; }
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public float TimeSinceDamaged => Time.time - this.LastTimeWhenDamaged;
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public double LastTimeWhenDamaged { get; private set; }
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public double TimeSinceDamaged => Time.timeAsDouble - this.LastTimeWhenDamaged;
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private bool m_alreadyKilled = false;
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@ -53,10 +53,10 @@ namespace SanAndreasUnity.Behaviours
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public struct UnderAimInfo
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{
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public DamageInfo damageInfo;
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public float time;
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public double time;
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public Ped ped;
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public UnderAimInfo(DamageInfo damageInfo, float time, Ped ped)
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public UnderAimInfo(DamageInfo damageInfo, double time, Ped ped)
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{
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this.damageInfo = damageInfo;
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this.time = time;
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@ -150,7 +150,7 @@ namespace SanAndreasUnity.Behaviours
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if (this.Health <= 0)
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return;
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this.LastTimeWhenDamaged = Time.time;
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this.LastTimeWhenDamaged = Time.timeAsDouble;
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var damageInfo = this.Damageable.LastDamageInfo;
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@ -168,7 +168,7 @@ namespace SanAndreasUnity.Behaviours
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public void OnReceivedDamageEventFromServer(float damageAmount, Ped attackingPed)
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{
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this.LastTimeWhenDamaged = Time.time;
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this.LastTimeWhenDamaged = Time.timeAsDouble;
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if (attackingPed != null && attackingPed.IsControlledByLocalPlayer && attackingPed != this)
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{
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@ -210,11 +210,11 @@ namespace SanAndreasUnity.Behaviours
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int index = _underAimInfos.FindIndex(_ => _.ped == attackerPed);
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if (index >= 0)
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{
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_underAimInfos[index] = new UnderAimInfo(damageInfo, Time.time, attackerPed);
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_underAimInfos[index] = new UnderAimInfo(damageInfo, Time.timeAsDouble, attackerPed);
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return;
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}
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_underAimInfos.Add(new UnderAimInfo(damageInfo, Time.time, attackerPed));
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_underAimInfos.Add(new UnderAimInfo(damageInfo, Time.timeAsDouble, attackerPed));
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}
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private bool ShouldUnderAimInfoBeRemoved(UnderAimInfo underAimInfo)
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@ -222,7 +222,7 @@ namespace SanAndreasUnity.Behaviours
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if (null == underAimInfo.ped)
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return true;
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return Time.time - underAimInfo.time > PedManager.Instance.timeIntervalToUpdateUnderAimStatus;
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return Time.timeAsDouble - underAimInfo.time > PedManager.Instance.timeIntervalToUpdateUnderAimStatus;
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}
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}
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@ -26,7 +26,7 @@ namespace SanAndreasUnity.Behaviours.Peds.States
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public virtual float TimeUntilStateCanBeSwitchedToOtherAimMovementState => PedManager.Instance.timeUntilAimMovementStateCanBeSwitchedToOtherAimMovementState;
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public virtual float TimeUntilStateCanBeEnteredFromOtherAimMovementState => PedManager.Instance.timeUntilAimMovementStateCanBeEnteredFromOtherAimMovementState;
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protected float m_timeWhenDidUnderAimDetection = 0f;
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protected double m_timeWhenDidUnderAimDetection = 0f;
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@ -262,9 +262,9 @@ namespace SanAndreasUnity.Behaviours.Peds.States
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this.UpdateAimAnim (state);
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// do this right after UpdateAimAnim(), because that's the state when weapon conducts attack
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if (m_isServer && Time.time - m_timeWhenDidUnderAimDetection >= PedManager.Instance.timeIntervalToUpdateUnderAimStatus)
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if (m_isServer && Time.timeAsDouble - m_timeWhenDidUnderAimDetection >= PedManager.Instance.timeIntervalToUpdateUnderAimStatus)
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{
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m_timeWhenDidUnderAimDetection = Time.time;
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m_timeWhenDidUnderAimDetection = Time.timeAsDouble;
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UpdateUnderAimDetection(m_ped);
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}
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}
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@ -120,7 +120,7 @@ namespace SanAndreasUnity.Behaviours.Peds.States
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for (int i = 0; i < aimStates.Count; i++)
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{
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if (Time.time - aimStates[i].LastTimeWhenDeactivated < PedManager.Instance.minTimeToReturnToAimState)
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if (Time.timeAsDouble - aimStates[i].LastTimeWhenDeactivated < PedManager.Instance.minTimeToReturnToAimState)
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return false;
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}
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@ -22,10 +22,10 @@ namespace SanAndreasUnity.Behaviours.Peds.States
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protected bool m_isClientOnly => Net.NetStatus.IsClientOnly;
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protected bool m_shouldSendButtonEvents { get { return !m_isServer && m_ped.IsControlledByLocalPlayer; } }
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public float LastTimeWhenActivated { get; set; } = 0f;
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public float TimeSinceActivated => Time.time - this.LastTimeWhenActivated;
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public float LastTimeWhenDeactivated { get; set; } = 0f;
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public float TimeSinceDeactivated => Time.time - this.LastTimeWhenDeactivated;
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public double LastTimeWhenActivated { get; set; } = 0;
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public double TimeSinceActivated => Time.timeAsDouble - this.LastTimeWhenActivated;
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public double LastTimeWhenDeactivated { get; set; } = 0;
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public double TimeSinceDeactivated => Time.timeAsDouble - this.LastTimeWhenDeactivated;
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@ -50,7 +50,7 @@ namespace SanAndreasUnity.Behaviours.Peds.States
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public float timeUntilAbleToEnterState = 0.5f;
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public float timeUntilAbleToExitState = 0.5f;
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private float m_lastTimeWhenChangedAnim = 0f;
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private double m_lastTimeWhenChangedAnim = 0f;
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private string m_lastAnim = null;
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public float timeUntilAbleToChangeAnim = 0.5f;
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@ -131,10 +131,10 @@ namespace SanAndreasUnity.Behaviours.Peds.States
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string GetAnimBasedOnAimDirSmoothed()
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{
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if (m_lastAnim != null && Time.time - m_lastTimeWhenChangedAnim < this.timeUntilAbleToChangeAnim)
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if (m_lastAnim != null && Time.timeAsDouble - m_lastTimeWhenChangedAnim < this.timeUntilAbleToChangeAnim)
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return m_lastAnim;
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m_lastTimeWhenChangedAnim = Time.time;
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m_lastTimeWhenChangedAnim = Time.timeAsDouble;
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m_lastAnim = this.GetAnimBasedOnAimDir();
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return m_lastAnim;
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@ -19,7 +19,7 @@ namespace SanAndreasUnity.Behaviours.Peds.States
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private const int kFemaleSoundIndexMin = 88;
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private const int kFemaleSoundIndexMax = 130;
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private float _timeWhenEmittedSound = 0f;
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private double _timeWhenEmittedSound = 0;
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public float randomAverageTimeIntervalToEmitSound = 10f;
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private float _timeToEmitSound;
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@ -65,14 +65,14 @@ namespace SanAndreasUnity.Behaviours.Peds.States
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private void TryEmitSound()
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{
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if (Time.time - _timeWhenEmittedSound < _timeToEmitSound)
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if (Time.timeAsDouble - _timeWhenEmittedSound < _timeToEmitSound)
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return;
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_timeToEmitSound = Random.Range(
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this.randomAverageTimeIntervalToEmitSound * 0.5f,
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this.randomAverageTimeIntervalToEmitSound * 1.5f);
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_timeWhenEmittedSound = Time.time;
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_timeWhenEmittedSound = Time.timeAsDouble;
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m_ped.PlaySoundFromPedMouth(this.GetSoundToPlay());
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}
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@ -7,7 +7,7 @@ namespace SanAndreasUnity.Behaviours.Peds.AI
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public class UpdateAttackParams
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{
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public bool wasInRange = false;
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public float timeWhenAddedFireOffset = 0f;
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public double timeWhenAddedFireOffset = 0;
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public float timeUntilOffsetChanges = 1f;
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public Vector3 newFireOffset = Vector3.zero;
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@ -136,9 +136,9 @@ namespace SanAndreasUnity.Behaviours.Peds.AI
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public void UpdateAttackOnPed(Ped ped, UpdateAttackParams updateAttackParams)
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{
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if (Time.time - updateAttackParams.timeWhenAddedFireOffset > updateAttackParams.timeUntilOffsetChanges)
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if (Time.timeAsDouble - updateAttackParams.timeWhenAddedFireOffset > updateAttackParams.timeUntilOffsetChanges)
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{
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updateAttackParams.timeWhenAddedFireOffset = Time.time;
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updateAttackParams.timeWhenAddedFireOffset = Time.timeAsDouble;
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updateAttackParams.newFireOffset = Random.onUnitSphere * 0.2f;
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}
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@ -14,9 +14,9 @@ namespace SanAndreasUnity.Behaviours.Peds.AI
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private ChaseState _chaseState;
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private float _timeWhenStartedSurrendering = 0f;
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public float TimeSinceStartedSurrendering => Time.time - _timeWhenStartedSurrendering;
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public bool IsSurrendering => this.TimeSinceStartedSurrendering < 4f;
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private double _timeWhenStartedSurrendering = 0;
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public double TimeSinceStartedSurrendering => Time.timeAsDouble - _timeWhenStartedSurrendering;
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public bool IsSurrendering => this.TimeSinceStartedSurrendering < 4.0;
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public float nodeSearchRadius = 500f;
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return;
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}
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_timeWhenStartedSurrendering = Time.time;
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_timeWhenStartedSurrendering = Time.timeAsDouble;
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}
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}
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@ -14,7 +14,7 @@ namespace SanAndreasUnity.Behaviours
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public bool spawnPlayerWhenConnected = true;
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public bool IsSpawningPaused { get; set; } = false;
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public float spawnInterval = 4f;
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float m_lastSpawnTime = 0f;
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double m_lastSpawnTime = 0;
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public bool addWeaponsToSpawnedPlayers = true;
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if (this.IsSpawningPaused)
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return;
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if (Time.time - m_lastSpawnTime >= this.spawnInterval)
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if (Time.timeAsDouble - m_lastSpawnTime >= this.spawnInterval)
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{
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// enough time passed
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m_lastSpawnTime = Time.time;
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m_lastSpawnTime = Time.timeAsDouble;
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F.RunExceptionSafe(() => this.SpawnPlayers());
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}
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@ -420,7 +420,7 @@ namespace SanAndreasUnity.Behaviours.Vehicles
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return;
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m_lastPreparedPeds[index] = ped;
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seat.TimeWhenPedChanged = Time.time;
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seat.TimeWhenPedChanged = Time.timeAsDouble;
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this.OnPedAssignedToVehicle_Radio(ped, seat);
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@ -437,7 +437,7 @@ namespace SanAndreasUnity.Behaviours.Vehicles
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int index = this.Seats.FindIndex(s => s == seat);
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m_lastPreparedPeds[index] = null;
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seat.TimeWhenPedChanged = Time.time;
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seat.TimeWhenPedChanged = Time.timeAsDouble;
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}
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@ -23,8 +23,8 @@ namespace SanAndreasUnity.Behaviours.Vehicles
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bool m_alreadyExploded = false;
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public bool ExplodedThisFrame => m_alreadyExploded;
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public float TimeWhenBecameUnderFlame { get; private set; } = float.NegativeInfinity;
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public float TimeSinceBecameUnderFlame => Time.time - this.TimeWhenBecameUnderFlame;
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public double TimeWhenBecameUnderFlame { get; private set; } = double.NegativeInfinity;
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public double TimeSinceBecameUnderFlame => Time.timeAsDouble - this.TimeWhenBecameUnderFlame;
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GameObject m_smokeGameObject;
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GameObject m_flameGameObject;
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@ -85,12 +85,12 @@ namespace SanAndreasUnity.Behaviours.Vehicles
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// flame status changed
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this.IsUnderFlame = shouldBeUnderFlame;
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if (this.IsUnderFlame)
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this.TimeWhenBecameUnderFlame = Time.time;
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this.TimeWhenBecameUnderFlame = Time.timeAsDouble;
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// update vfx
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this.UpdateFlameVfx();
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}
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if (this.IsUnderFlame && Time.time - this.TimeWhenBecameUnderFlame >= 5)
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if (this.IsUnderFlame && Time.timeAsDouble - this.TimeWhenBecameUnderFlame >= 5)
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{
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// enough time passed since vehicle flamed - explode it
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if (NetStatus.IsServer)
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@ -21,8 +21,8 @@ namespace SanAndreasUnity.Behaviours.Vehicles
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bool m_isWaitingForNewRadioSound = false;
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public bool IsWaitingForNewRadioSound => m_isWaitingForNewRadioSound;
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public float TimeWhenRadioStationChanged { get; private set; } = float.NegativeInfinity;
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public float TimeSinceRadioStationChanged => Time.time - this.TimeWhenRadioStationChanged;
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public double TimeWhenRadioStationChanged { get; private set; } = double.NegativeInfinity;
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public double TimeSinceRadioStationChanged => Time.timeAsDouble - this.TimeWhenRadioStationChanged;
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@ -237,7 +237,7 @@ namespace SanAndreasUnity.Behaviours.Vehicles
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if (m_currentRadioStationIndex == index)
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return;
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this.TimeWhenRadioStationChanged = Time.time;
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this.TimeWhenRadioStationChanged = Time.timeAsDouble;
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this.StopPlayingRadio();
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@ -243,8 +243,8 @@ namespace SanAndreasUnity.Behaviours.Vehicles
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/// <summary> Ped that is occupying this seat. </summary>
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public Ped OccupyingPed { get; internal set; }
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public float TimeWhenPedChanged { get; internal set; } = float.NegativeInfinity;
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public float TimeSincePedChanged => Time.time - this.TimeWhenPedChanged;
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public double TimeWhenPedChanged { get; internal set; } = double.NegativeInfinity;
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public double TimeSincePedChanged => Time.timeAsDouble - this.TimeWhenPedChanged;
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public bool IsTaken { get { return this.OccupyingPed != null; } }
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@ -122,8 +122,8 @@ namespace SanAndreasUnity.Behaviours
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public AnimationState AimAnimState { get; set; }
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public Transform GunFlash { get; private set; }
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public float LastTimeWhenFired { get; protected set; } = float.NegativeInfinity;
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public float TimeSinceFired => Time.time - this.LastTimeWhenFired;
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public double LastTimeWhenFired { get; protected set; } = double.NegativeInfinity;
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public double TimeSinceFired => Time.timeAsDouble - this.LastTimeWhenFired;
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// weapon sounds are located in SFX -> GENRL -> BANK 137
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@ -677,7 +677,7 @@ namespace SanAndreasUnity.Behaviours
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public virtual void FireProjectile (Vector3 firePos, Vector3 fireDir, WeaponAttackParams parameters)
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{
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this.LastTimeWhenFired = Time.time;
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this.LastTimeWhenFired = Time.timeAsDouble;
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F.RunExceptionSafe(() => this.PlayFireSound());
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@ -27,8 +27,8 @@ namespace SanAndreasUnity.Behaviours.World
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private float m_timeSinceTimeAdvanced = 0;
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public float TimeWhenTimeWasSet { get; private set; } = 0;
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public float TimeSinceTimeWasSet => Time.time - this.TimeWhenTimeWasSet;
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public double TimeWhenTimeWasSet { get; private set; } = 0;
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public double TimeSinceTimeWasSet => Time.timeAsDouble - this.TimeWhenTimeWasSet;
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public float timeScale = 1;
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@ -126,7 +126,7 @@ namespace SanAndreasUnity.Behaviours.World
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this.CurrentTimeMinutes = minutes;
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m_timeSinceTimeAdvanced = 0;
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this.TimeWhenTimeWasSet = Time.time;
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this.TimeWhenTimeWasSet = Time.timeAsDouble;
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float curveTime = this.CurrentCurveTimeStepped;
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@ -36,7 +36,7 @@ namespace SanAndreasUnity.Behaviours.World
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public WorldSystem.FocusPoint focusPoint;
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public Transform transform;
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public float timeToKeepRevealingAfterRemoved;
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public float timeWhenRemoved;
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public double timeWhenRemoved;
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public bool hasRevealRadius;
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}
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@ -82,7 +82,7 @@ namespace SanAndreasUnity.Behaviours.World
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if (focusPoint.timeToKeepRevealingAfterRemoved > 0)
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{
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focusPoint.timeWhenRemoved = Time.time;
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focusPoint.timeWhenRemoved = Time.timeAsDouble;
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_focusPointsToRemoveAfterTimeout.Add(focusPoint);
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_focusPoints.RemoveAt(index);
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return;
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@ -94,7 +94,7 @@ namespace SanAndreasUnity.Behaviours.World
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public void Update()
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{
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float timeNow = Time.time;
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double timeNow = Time.timeAsDouble;
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UnityEngine.Profiling.Profiler.BeginSample("Update focus points");
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this._focusPoints.RemoveAll(f =>
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@ -25,7 +25,7 @@ namespace SanAndreasUnity.Commands
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private struct PlayerData
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{
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public float timeWhenLastExecutedCommand;
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public double timeWhenLastExecutedCommand;
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}
|
||||
|
||||
readonly Dictionary<Player, PlayerData> m_perPlayerData = new Dictionary<Player, PlayerData>();
|
||||
|
@ -224,10 +224,10 @@ namespace SanAndreasUnity.Commands
|
|||
{
|
||||
m_perPlayerData.TryGetValue(context.player, out PlayerData playerData);
|
||||
|
||||
if (commandInfo.limitInterval > 0 && Time.time - playerData.timeWhenLastExecutedCommand < commandInfo.limitInterval)
|
||||
if (commandInfo.limitInterval > 0 && Time.timeAsDouble - playerData.timeWhenLastExecutedCommand < commandInfo.limitInterval)
|
||||
return ProcessCommandResult.LimitInterval(commandInfo.limitInterval);
|
||||
|
||||
playerData.timeWhenLastExecutedCommand = Time.time;
|
||||
playerData.timeWhenLastExecutedCommand = Time.timeAsDouble;
|
||||
m_perPlayerData[context.player] = playerData;
|
||||
}
|
||||
|
||||
|
|
|
@ -169,13 +169,13 @@ namespace SanAndreasUnity.UI
|
|||
if (LanTabIndex == m_currentTabIndex)
|
||||
{
|
||||
GUI.enabled = ! m_netDiscoveryHUD.IsRefreshing;
|
||||
buttonText = m_netDiscoveryHUD.IsRefreshing ? ( "Refreshing." + new string('.', (int) ((Time.time * 2) % 3)) ) : "Refresh LAN";
|
||||
buttonText = m_netDiscoveryHUD.IsRefreshing ? ( "Refreshing." + new string('.', (int) ((Time.timeAsDouble * 2) % 3)) ) : "Refresh LAN";
|
||||
buttonAction = () => m_netDiscoveryHUD.Refresh();
|
||||
}
|
||||
else if (InternetTabIndex == m_currentTabIndex)
|
||||
{
|
||||
GUI.enabled = !_isRefreshingMasterServerList;
|
||||
buttonText = _isRefreshingMasterServerList ? ( "Refreshing." + new string('.', (int) ((Time.time * 2) % 3)) ) : "Refresh servers";
|
||||
buttonText = _isRefreshingMasterServerList ? ( "Refreshing." + new string('.', (int) ((Time.timeAsDouble * 2) % 3)) ) : "Refresh servers";
|
||||
buttonAction = async () => await RefreshMasterServersButtonPressed();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -11,10 +11,10 @@ public class GLDebug : MonoBehaviour
|
|||
public Vector3 start;
|
||||
public Vector3 end;
|
||||
public Color color;
|
||||
public float startTime;
|
||||
public double startTime;
|
||||
public float duration;
|
||||
|
||||
public Line (Vector3 start, Vector3 end, Color color, float startTime, float duration)
|
||||
public Line (Vector3 start, Vector3 end, Color color, double startTime, float duration)
|
||||
{
|
||||
this.start = start;
|
||||
this.end = end;
|
||||
|
@ -31,7 +31,7 @@ public class GLDebug : MonoBehaviour
|
|||
GL.Vertex (start);
|
||||
GL.Vertex (end);
|
||||
}
|
||||
return Time.time - startTime >= duration;
|
||||
return Time.timeAsDouble - startTime >= duration;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -149,9 +149,9 @@ public class GLDebug : MonoBehaviour
|
|||
if (start == end)
|
||||
return;
|
||||
if (depthTest)
|
||||
instance.linesZOn.Add (new Line (start, end, color, Time.time, duration));
|
||||
instance.linesZOn.Add (new Line (start, end, color, Time.timeAsDouble, duration));
|
||||
else
|
||||
instance.linesZOff.Add (new Line (start, end, color, Time.time, duration));
|
||||
instance.linesZOff.Add (new Line (start, end, color, Time.timeAsDouble, duration));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -15,8 +15,8 @@ namespace SanAndreasUnity.Utilities
|
|||
|
||||
object ParameterForEnteringState { set; }
|
||||
|
||||
float LastTimeWhenActivated { get; set; }
|
||||
float LastTimeWhenDeactivated { get; set; }
|
||||
double LastTimeWhenActivated { get; set; }
|
||||
double LastTimeWhenDeactivated { get; set; }
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -8,7 +8,7 @@ namespace SanAndreasUnity.Utilities
|
|||
IState m_currentState;
|
||||
public IState CurrentState { get { return m_currentState; } }
|
||||
bool m_isSwitchingState = false;
|
||||
public float TimeWhenSwitchedState { get; private set; }
|
||||
public double TimeWhenSwitchedState { get; private set; }
|
||||
public long FrameWhenSwitchedState { get; private set; }
|
||||
|
||||
|
||||
|
@ -33,20 +33,20 @@ namespace SanAndreasUnity.Utilities
|
|||
// no longer be possible to switch states, because 'm_isSwitchingState' is true
|
||||
F.RunExceptionSafe(() =>
|
||||
{
|
||||
oldState.LastTimeWhenDeactivated = Time.time;
|
||||
oldState.LastTimeWhenDeactivated = Time.timeAsDouble;
|
||||
oldState.OnBecameInactive();
|
||||
});
|
||||
}
|
||||
|
||||
m_isSwitchingState = false;
|
||||
|
||||
this.TimeWhenSwitchedState = Time.time;
|
||||
this.TimeWhenSwitchedState = Time.timeAsDouble;
|
||||
this.FrameWhenSwitchedState = Time.frameCount;
|
||||
|
||||
if (m_currentState != null)
|
||||
{
|
||||
m_currentState.ParameterForEnteringState = parameterForEnteringState;
|
||||
m_currentState.LastTimeWhenActivated = Time.time;
|
||||
m_currentState.LastTimeWhenActivated = Time.timeAsDouble;
|
||||
m_currentState.OnBecameActive();
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue