TimeSystem

Documents the TimeSystem class and its functions.

NOT DOCUMENTED We currently don't have information on how these functions work. They are being documented here for visibility.

Invoking TimeSystem

To invoke the time system, use the following Global function:

times = Game.GetTimeSystem()

Sub-functions

GetGameTime

GetGameTime() : GameTime;

GetGameTimeStamp

GetGameTimeStamp() : Float;

GetSimTime

GetSimTime() : EngineTime;

IsPausedState

IsPausedState() : Bool;

IsTimeDilationActive

IsTimeDilationActive(optional reason : CName) : Bool;

RealTimeSecondsToGameTime

RealTimeSecondsToGameTime(seconds : Float) : GameTime;

RegisterDelayedListener

RegisterDelayedListener(entity : wref:Entity, eventToDelay : ref:Event, delay : GameTime, repeat : Int32, optional sendOldNoifications : Bool) : Uint32;

RegisterIntervalListener

RegisterIntervalListener(entity : wref:Entity, eventToDelay : ref:Event, expectedHour : GameTime, timeout : GameTime, optional repeat : Int32) : Uint32;

RegisterListener

RegisterListener(entity : wref:Entity, eventToDelay : ref:Event, expectedTime : GameTime, repeat : Int32, optional sendOldNoifications : Bool) : Uint32;

RegisterScriptableSystemIntervalListener

RegisterScriptableSystemIntervalListener(systemName : CName, requestToDelay : ref:ScriptableSystemRequest, expectedHour : GameTime, timeout : GameTime, optional repeat : Int32) : Uint32;

SetGameTimeByHMS

SetGameTimeByHMS(hours : Int32, minutes : Int32, seconds : Int32);

SetGameTimeBySeconds

SetGameTimeBySeconds(seconds : Int32);

SetIgnoreTimeDilationOnLocalPlayerZero

SetIgnoreTimeDilationOnLocalPlayerZero(ignore : Bool);

SetPausedState

SetPausedState(paused : Bool, source : CName);

SetTimeDilation

SetTimeDilation(reason : CName, dilation : Float, optional duration : Float, optional easeInCurve : CName, optional easeOutCurve : CName, optional listener : ref:TimeDilationListener);

SetTimeDilationOnLocalPlayerZero

SetTimeDilationOnLocalPlayerZero(reason : CName, dilation : Float, optional duration : Float, optional easeInCurve : CName, optional easeOutCurve : CName, optional ignore : Bool);

UnregisterListener

UnregisterListener(listenerID : Uint32);

UnsetTimeDilation

UnsetTimeDilation(reason : CName, optional easeOutCurve : CName);

UnsetTimeDilationOnLocalPlayerZero

UnsetTimeDilationOnLocalPlayerZero(optional easeOutCurve : CName);

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