Make Unity timestamps realtime critical. (2)
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@@ -50,7 +50,7 @@ namespace Cryville.Common.Unity.Input {
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}
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public abstract string GetKeyName(int type);
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void Update() {
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double time = Time.timeAsDouble;
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double time = Time.realtimeSinceStartupAsDouble;
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foreach (var k in Keys) {
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Callback(k, 0, new InputVector(time, Vector3.zero));
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}
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@@ -64,7 +64,7 @@ namespace Cryville.Common.Unity.Input {
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void OnGUI() {
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var e = Event.current;
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if (e.keyCode == KeyCode.None) return;
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double time = Time.timeAsDouble;
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double time = Time.realtimeSinceStartupAsDouble;
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var key = (int)e.keyCode;
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switch (e.type) {
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case EventType.KeyDown:
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@@ -92,7 +92,7 @@ namespace Cryville.Common.Unity.Input {
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}
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void OnGUI() {
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var e = Event.current;
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double time = Time.timeAsDouble;
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double time = Time.realtimeSinceStartupAsDouble;
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var key = e.button;
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switch (e.type) {
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case EventType.MouseDown:
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@@ -54,7 +54,7 @@ namespace Cryville.Common.Unity.Input {
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handler = h;
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}
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void Update() {
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double time = Time.timeAsDouble;
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double time = Time.realtimeSinceStartupAsDouble;
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Vector3 pos = UnityCameraUtils.ScreenToWorldPoint(unity::Input.mousePosition);
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handler.Feed(0, 0, new InputVector(time, pos));
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}
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@@ -54,7 +54,7 @@ namespace Cryville.Common.Unity.Input {
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handler = h;
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}
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void Update() {
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double time = Time.timeAsDouble;
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double time = Time.realtimeSinceStartupAsDouble;
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for (int i = 0; i < unity::Input.touchCount; i++) {
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var t = unity::Input.GetTouch(i);
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Vector2 pos = UnityCameraUtils.ScreenToWorldPoint(t.position);
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