protected virtual void Update ()
{
if (mActive && mSpriteNames.Count > 1 && Application.isPlaying && mFPS > 0)
{
mDelta += Mathf.Min(1f, RealTime.deltaTime); // <-- this right here
float rate = 1f / mFPS;
while (rate < mDelta) // <-- and this to a 'while' loop
{
mDelta = (rate > 0f) ? mDelta - rate : 0f;
if (++mIndex >= mSpriteNames.Count)
{
mIndex = 0;
mActive = mLoop;
}
if (mActive)
{
mSprite.spriteName = mSpriteNames[mIndex];
if (mSnap) mSprite.MakePixelPerfect();
}
}
}
}