FramePhase
namespace Griff.Runtime;
public enum FramePhaseThe parts of a step of the game (its frame), in the order they run. See Frame for every step in each.
Values
Section titled “Values”Begin= 0: Time moves on, input is read and new scripts start.Logic= 1: Griff’s no-code players, enemies, menus, turns and the like decide what to do.Scripts= 2: Every script’sUpdate.Simulate= 3: Everything else moves on: boards, attacks, timers, tweens, spawners, animations, particles.Physics= 4: Scripts’FixedUpdatepushes bodies, then they move and collide.Resolve= 5: What the physics step caused (pickups, damage, doors, switches), then destroys and scene changes.Present= 6: The camera and what’s pinned to it, then lights, weather and sound: what’s seen and heard. Scripts’LateUpdateruns here, after the camera follows, before screen-pinned things are put in place.End= 7: Sound plays, settings are saved and a network game sends what changed.