Summary
PersistTick callback called by the stone when it persist TimeAgents state for a tick.
This is the callback where you store custom data of your gameObject.
- Namespace
- RedGirafeGames
.Agamotto .Scripts .Runtime .Agents - Containing Type
- TimeAgent
Syntax
public virtual void PersistTick(TimeStone stone, TimeStone.TimeTickOrigin origin, float deltaTime)
Remarks
Use UnityEvent or override to use
You can use
GenericTimeAgent
to use it in a simple way, but be careful with performances as it relies on Reflection
TimeStone
is given as a parameter in case you have multiple TimeStone
using the same TimeAgent
Parameters
Name | Type | Description |
---|---|---|
stone | TimeStone | The TimeStone that called this method> |
origin | TimeStone |
The origin of the call, Record or Simulation |
deltaTime | float | The time since the last tick performed, equivalent to using Time.deltaTime when coding MonoBehaviour.Update callback |
Return Value
Type | Description |
---|---|
void |