public override void PhysicsProcess(float delta) { // Can't be too certain. gameTiming.InSimulation = true; gameTiming._tickRemainderTimer.Restart(); try { if (!gameTiming.Paused) { gameTiming.CurTick++; _networkManager.ProcessPackets(); var eventArgs = new ProcessFrameEventArgs(delta); AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.PreEngine, eventArgs.Elapsed); _timerManager.UpdateTimers(delta); _taskManager.ProcessPendingTasks(); _userInterfaceManager.Update(eventArgs); _stateManager.Update(eventArgs); AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.PostEngine, eventArgs.Elapsed); } } finally { gameTiming.InSimulation = false; } }
private void Update(float frameTime) { var eventArgs = new ProcessFrameEventArgs(frameTime); _networkManager.ProcessPackets(); AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.PreEngine, eventArgs.Elapsed); _timerManager.UpdateTimers(frameTime); _taskManager.ProcessPendingTasks(); _userInterfaceManager.Update(eventArgs); _stateManager.Update(eventArgs); AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.PostEngine, eventArgs.Elapsed); }