FixedStepTimerIdleTime Property |
Namespace: DigitalRune.Game.Timing
The timer waits until at least StepSize seconds have passed before a new time step (TimeChanged event) is performed. IdleTime indicates the time to wait until the next time step. The Idle event is raised if IdleTime is greater than 0. The application can handle this event to perform additional tasks instead of waiting.
The property IdleTime is reset each time step.
The value is also scaled by Speed. Time, DeltaTime, IdleTime, and LostTime have the same scale. Except that IdleTime and LostTime cannot be negative. They always return the absolute value.