从 Unity 获取时间信息的接口。
captureFramerate | Time.captureDeltaTime 的倒数。 |
deltaTime | 完成上一帧所用的时间(以秒为单位)(只读)。 |
fixedDeltaTime | 执行物理和其他固定帧率更新(如 MonoBehaviour 的 FixedUpdate)的时间间隔(以秒为单位)。 |
fixedTime | 最近一次 FixedUpdate 已启动的时间(只读)。此为自游戏启动以来的时间(以秒为单位)。 |
fixedUnscaledDeltaTime | 从上一个固定帧到当前固定帧的独立于 timeScale 的时间间隔(以秒为单位)(只读)。 |
fixedUnscaledTime | 最近一次 FixedUpdate 已启动的独立于 TimeScale 的时间(只读)。此为自游戏启动以来的时间(以秒为单位)。 |
frameCount | 已经过的总帧数(只读)。 |
inFixedTimeStep | 如果在固定时间步长回调(如 MonoBehaviour 的 FixedUpdate)内调用,则返回 true,否则返回 false。 |
maximumDeltaTime | 帧可以耗用的最长时间。物理和其他固定帧率更新(如 MonoBehaviour 的 FixedUpdate)将仅在每帧的该持续时间内执行。 |
maximumParticleDeltaTime | 帧可以在粒子更新上耗用的最长时间。如果帧耗用的时间超过该值,则将更新拆分为多个较小的更新。 |
realtimeSinceStartup | 游戏开始以来的实际时间(只读)。 |
smoothDeltaTime | 经过平滑处理的 Time.deltaTime(只读)。 |
time | 该帧开始的时间(只读)。此为自游戏启动以来的时间(以秒为单位)。 |
timeScale | 时间流逝的标度。可用于慢动作效果。 |
timeSinceLevelLoad | 该帧开始以来的时间(只读)。此为自加载上一个关卡以来的时间(以秒为单位)。 |
unscaledDeltaTime | 从上一帧到当前帧的独立于 timeScale 的时间间隔(以秒为单位)(只读)。 |
unscaledTime | 该帧的独立于 timeScale 的时间(只读)。此为自游戏启动以来的时间(以秒为单位)。 |
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