Smoothed<T>
namespace Griff.Scenes;
public struct Smoothed<T>A value a component (or a game’s system) draws that changes as the game steps, which remembers what it was as the step it last changed in began, so a frame drawn between two steps can show it between the two: draw it with Of (or TurnOf for an angle). Keep it in a field (it’s a struct, so not a readonly one or an auto-property) and change it with Set.
Properties
Section titled “Properties”ChangedIn
Section titled “ChangedIn”public long ChangedIn { get; }The step it last changed in (see Step), or 0 if it hasn’t changed while the game ran.
public T Value { get; }What it is now.
public T Was { get; }What it was as the step it last changed in began.
Methods
Section titled “Methods”public void Set(Component owner, T value)Changes it, for owner’s entity: the first change in a step remembers what it was as the step began.
public void Set(Scene? scene, T value)Changes it, in scene (for a game’s system): the first change in a step remembers what it was as the step began.