Samples and templates: gameplay follows the time factor, camera and UI don't
Timers, cooldowns, speeds and animation now use UpdateTime.WarpElapsed, so they
stop when Factor is 0, like physics and particles already did. Camera, input and
UI keep UpdateTime.Elapsed.
The animation scripts also read UpdateTime instead of DrawTime, which is the
clock the engine's own animation system uses.
Removes the unused BasicCameraController from ThirdPersonPlatformer.