Class MotionClock
- Namespace
- Velvet
- Assembly
- Velvet.Docs.dll
The time source a mounted tree's motion advances on, chosen per mount through
MotionClock: every StyleTransitionConfig play whatever its
Type, its DelaySec included, a
layoutId move, a filter- transition, the animate- loops, and the delta
UseFrame(Action<float>, int) hands its callback.
Documentation~/motion.md owns the full scope.
public abstract class MotionClock
- Inheritance
-
objectMotionClock
Remarks
Derive from this class for a clock the application controls itself — one a frame-step capture advances by a fixed amount, for instance. On any clock but Realtime, motion steps by the distance NowSec moved since its previous frame, so a clock that does not move holds it where it is.
Constructors
- MotionClock()
Constructs a clock. Derive to supply NowSec.
Properties
- GameTime
Reads
Time.timeAsDouble, so the tree's motion moves only as far as the game's own scaled time has moved — for UI motion that should keep pace with gameplay.
- NowSec
The clock's current reading, in seconds. Only differences between readings are used.
- Realtime
The default, and the behaviour a tree mounted without a clock has: a Tween runs on UI Toolkit's own transitions, the motion Velvet drives itself and UseFrame(Action<float>, int) advance with the panel scheduler's own time, and an
animate-loop and afilter-transition withTime.realtimeSinceStartupAsDouble, which is what NowSec reads.