using System; using UnityEngine; namespace Xft { public class RenderObject { protected float Fps { get { float num = 1f / (float)this.Node.Owner.Owner.MaxFps; if (!this.Node.Owner.Owner.IgnoreTimeScale) { num *= Time.timeScale; } return num; } } public virtual void Initialize(EffectNode node) { this.Node = node; } public virtual void Reset() { } public virtual void Update(float deltaTime) { } public virtual void ApplyShaderParam(float x, float y) { } public EffectNode Node; } }