UnityAPI--Time类的静态变量

captureFramerate Slows game playback time to allow screenshots to be saved between frames.
减慢游戏播放时间以允许在帧之间保存屏幕图像。

deltaTime The time in seconds it took to complete the last frame (Read Only).
以秒计算,完成最后一帧的时间(只读)。

fixedDeltaTime The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour’s FixedUpdate) are performed.
以秒计间隔,在物理和其他固定帧速率进行更新(像MonoBehaviour的FixedUpdate)。

fixedTime The time the latest FixedUpdate has started (Read Only). This is the time in seconds since the start of the game.
最近的FixedUpdate已开始的时间(只读)。这是以秒计自游戏开始的时间。

frameCount The total number of frames that have passed (Read Only).
已经传递帧的总数(只读)。

maximumDeltaTime The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour’s FixedUpdate).
一帧能获得的最大时间。物理和其他固定帧速率更新(像FixedUpdate)。

realtimeSinceStartup The real time in seconds since the game started (Read Only).
以秒计,自游戏开始的真实时间(只读)。

smoothDeltaTime A smoothed out Time.deltaTime (Read Only).
经平滑的Time.deltaTime时间(只读)。

time The time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game.
以秒计算,从游戏开始的时间(只读)。也就是说,从游戏开始到到现在所用的时间。

timeScale The scale at which the time is passing. This can be used for slow motion effects.
时间的缩放。这可以用于减慢运动效果。

timeSinceLevelLoad The time this frame has started (Read Only). This is the time in seconds since the last level has been loaded.
以秒计算,从最后的场景已经加载完开始计时(只读)。

**unscaledDeltaTime **The timeScale-independent time in seconds it took to complete the last frame (Read Only).
无关timeScale,以秒计算,要完成最后一帧的时间(只读)。

unscaledTime The timeScale-independant time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game.
无关timeScale,以秒计算,从游戏开始的时间(只读)。

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转载自blog.csdn.net/qq_41056203/article/details/80527370