public override void Update(GameTime gameTime) { switch (state) { case (brawlgamestate.settings): settingsManager.Update(gameTime); break; case (brawlgamestate.playerselect): playerSelectManager.Update(gameTime); break; case (brawlgamestate.loadout): loadoutManager.Update(gameTime); break; case (brawlgamestate.brawl): if (!boxingManager.Update(gameTime)) { ChangeState(new Main_Game_State(this.game, inputs, bounds)); } break; case (brawlgamestate.stats): break; } base.Update(gameTime); }
// Updates current state public void Update(GameTime gameTime) { foreach (Input_Handler i in inputs) { if (i != null) { i.Update(); } } if (state == GameState.Menu) { if (Menu.Update(gameTime)) { state = GameState.Auction; Debug.WriteLine("State Changed to Auction!"); Auction.Initialize(Content); } } else if (state == GameState.Auction) { if (Auction.Update(gameTime)) { state = GameState.Boxing; Debug.WriteLine("State Changed to Boxing!"); ; } } else if (state == GameState.Boxing) { if (Boxing.Update(gameTime)) { state = GameState.Menu; Debug.WriteLine("State Changed to Menu!"); Boxing.Initialize(Content); } } }