FrameCostKind
namespace Griff.Runtime;
public enum FrameCostKindWhat a cost in a frame is for: one of Griff’s steps, a system a script added, a kind of script, part of building the picture, drawing it, or the editor’s own work.
Values
Section titled “Values”Step= 0: One of Griff’s own steps of the frame (seeFrame), named for what it runs: Physics, Animations, Particles.System= 1: TheUpdateof aGameSystema script added.Script= 2: Every script of one kind (aBehaviorclass): their Update, FixedUpdate and LateUpdate together.Picture= 3: Drawing the picture the frame built (Draw), as a whole. (Building it is split into its parts: seeBuild.)Build= 4: Part of building the picture of the frame, in the order they come: Camera (finding the view); Clearing (emptying the last frame’s draws to reuse them); what each kind of component that draws adds (Sprite, Tilemap, Text, ParticleEmitter, a script’s own drawing), with its entities’ upkeep (where each is, what it sorts by); Sorting (putting it all back to front); Systems (getting the frame ready for them) and each system’s Draw, named for the system; Lights (which lights reach the view, and their shadows, when it’s dark); Screen (fades, flashes and debug shapes over it all).Editor= 5: Work the editor does for the game it plays that an exported game doesn’t (keeping rewind snapshots, its panels following the game).