PauseStateFlags
Declaration
public sealed enum Strawberry.Core.PauseStateFlags
Represents a set of independent pause flags for a scene, entity, or component. Supports bitwise operations (FlagsAttribute). Each flag controls a specific event pipeline; setting a flag pauses only that corresponding pipeline.
Remarks: To check if a specific pipeline is paused, use a bitwise AND comparison, e.g., if ((flags & PauseStateFlags.Update) != 0). Combining all flags effectively pauses the entire target.
Members
| Name | Value | Description |
|---|---|---|
None |
0 | No pause state is active. All update and render pipelines will execute normally. |
Render |
1 | Pauses the rendering pipeline. The target will be skipped during the draw/render pass. |
Update |
2 | Pauses the standard update pipeline (e.g., game logic, AI, animation state machines, and non-physics timers). |
FixedUpdate |
4 | Pauses the fixed-step update pipeline, which is typically used for physics simulations and deterministic logic. |
Fields
None static
No pause state is active. All update and render pipelines will execute normally.
PauseStateFlags None = 0
Render static
Pauses the rendering pipeline. The target will be skipped during the draw/render pass.
PauseStateFlags Render = 1
Update static
Pauses the standard update pipeline (e.g., game logic, AI, animation state machines, and non-physics timers).
PauseStateFlags Update = 2
FixedUpdate static
Pauses the fixed-step update pipeline, which is typically used for physics simulations and deterministic logic.
PauseStateFlags FixedUpdate = 4