The use case is "Do X for Y seconds". Since we are asking the player to maintain a situation for a given period of time there is no relevant delta check to be made.
A logic storing hits when a condition is true and reseting them for the opposite condition is therefore a valid case for which delta checks are not needed.
This feature would have to check for a minimal conservative amount of frames to make sure that:
- logic predating delta checks is still in error (i.e. a hit target of 1 is not valid)
- people aren't using that to circumvent the need for delta check when they are not trying to follow the "Do X for Y seconds" pattern.
My wild guess is that we sould ask for at least 60 frames for it to be valid (it's one second for most systems).
The use case is "Do X for Y seconds". Since we are asking the player to maintain a situation for a given period of time there is no relevant delta check to be made.
A logic storing hits when a condition is true and reseting them for the opposite condition is therefore a valid case for which delta checks are not needed.
This feature would have to check for a minimal conservative amount of frames to make sure that:
My wild guess is that we sould ask for at least 60 frames for it to be valid (it's one second for most systems).