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feat: remove unused delta time api
1 parent 09f0142 commit c5e73be

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3 files changed

+0
-17
lines changed

3 files changed

+0
-17
lines changed

Source/Ecsact/Public/EcsactUnreal/EcsactExecution.cpp

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@@ -4,12 +4,6 @@
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#include "EcsactGameInstanceSubsystem.h"
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#include "Engine/GameInstance.h"
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float EcsactUnrealExecution::DeltaTime_ = 0.f;
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auto EcsactUnrealExecution::DeltaTime() -> float {
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return DeltaTime_;
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}
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auto EcsactUnrealExecution::Runner( //
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class UWorld* World
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) -> TWeakObjectPtr<class UEcsactRunner> {

Source/Ecsact/Public/EcsactUnreal/EcsactExecution.h

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@@ -9,15 +9,6 @@ class ECSACT_API EcsactUnrealExecution {
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static float DeltaTime_;
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public:
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/**
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* Get the DeltaTime for the current EcsactRunner execution. This should be
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* used by Ecsact systems that are built by unreal build tool.
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*
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* NOTE: This is a workaround until 'execution metadata' is available.
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* SEE: https://github.com/ecsact-dev/ecsact_parse/issues/163
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*/
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static auto DeltaTime() -> float;
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/**
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* Gets the runner for the given world.
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*

Source/Ecsact/Public/EcsactUnreal/EcsactSyncRunner.cpp

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@@ -24,8 +24,6 @@ auto UEcsactSyncRunner::Tick(float DeltaTime) -> void {
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return;
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}
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EcsactUnrealExecution::DeltaTime_ = DeltaTime;
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if(registry_id == ECSACT_INVALID_ID(registry)) {
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if(ecsact_create_registry) {
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UE_LOG(

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