// Update is called once per frame void Update() { if (modeInfo.lockInput) { return; } inputManager.Update(); uiManager.Update(); if (modeInfo.HasStartBattle()) { BattleManager.Update(); } }
protected override void Update(GameTime gameTime) { if (EndScreen.Instance.Visisble) { if (_wantFadeOut) { EndScreen.Instance.FadeCurrent(false); } } else { _bm.Update((float)gameTime.ElapsedGameTime.TotalSeconds); Effects.Instance.Update((float)gameTime.ElapsedGameTime.TotalSeconds); } EndScreen.Instance.Update((float)gameTime.ElapsedGameTime.TotalSeconds); MouseAutoHider.Instance.Update((float)gameTime.ElapsedGameTime.TotalSeconds); _wantFadeOut = false; Window.Title = "Please Notice Me Triangle-Senpai! FPS: " + Convert.ToString((int)(1 / (float)gameTime.ElapsedGameTime.TotalSeconds)); base.Update(gameTime); }
private void LogicUpdate(LogicFrame frame) { //handle frame if (frame.frameIdx != this.frameIdx + 1) { Debug.Log(this.frameIdx + " " + frame.frameIdx); Debug.Log("zhenshu错误 丢弃"); return; } this.frameIdx = frame.frameIdx; this.LastDtime = frame.dtime; //Debug.Log("opt shu:" + frame.frameOpts.Count); //handle input for (int i = 0; i < frame.frameOpts.Count; i++) { FrameOpt opt = frame.frameOpts[i]; Handle(opt); } battleMgr.Update(frame.dtime); //执行所有update for (int i = 0; i < LogicActorList.Count; i++) { LogicActorList[i].Update(frame.dtime); } //发送本机的命令 //SendLocalOpt(); SendAck(); }
public override void Update(GameTime gameTime) { base.Update(gameTime); battleManager.Update(gameTime); }
public void Update() { if (PlayerObject != null) { PlayerObject.Update(); } List <Character> newlyDead = new List <Character>(); foreach (Character c in ActiveCharacters) { c.Update(); if (!c.Alive && !c.WorldObject.gameObject.activeSelf) { newlyDead.Add(c); } } // bring out yer dead foreach (Character c in newlyDead) { if (c == PlayerObject) { continue; } c.Bury(); ActiveCharacters.Remove(c); } if (GUI != null && GUI.InMenu) { return; } if (PlayerObject != null && PlayerObject.Alive) { if (Input.GetKeyDown(KeyCode.I)) { GUI.ToggleInventory(); } if (Input.GetKeyDown(KeyCode.C)) { GUI.ToggleSkills(); } if (Input.GetKeyDown(KeyCode.Tab)) { SelectNearestMob(); } if (Input.GetKeyDown(KeyCode.Keypad1) || Input.GetKeyDown(KeyCode.Alpha1)) { GUI.ProcessSkillClick(0); } else if (Input.GetKeyDown(KeyCode.Keypad2) || Input.GetKeyDown(KeyCode.Alpha2)) { GUI.ProcessSkillClick(1); } else if (Input.GetKeyDown(KeyCode.Keypad3) || Input.GetKeyDown(KeyCode.Alpha3)) { GUI.ProcessSkillClick(2); } else if (Input.GetKeyDown(KeyCode.Keypad4) || Input.GetKeyDown(KeyCode.Alpha4)) { GUI.ProcessSkillClick(3); } else if (Input.GetKeyDown(KeyCode.Keypad5) || Input.GetKeyDown(KeyCode.Alpha5)) { GUI.ProcessSkillClick(4); } else if (Input.GetKeyDown(KeyCode.Keypad6) || Input.GetKeyDown(KeyCode.Alpha6)) { GUI.ProcessSkillClick(5); } else if (Input.GetKeyDown(KeyCode.Keypad7) || Input.GetKeyDown(KeyCode.Alpha7)) { GUI.ProcessSkillClick(6); } else if (Input.GetKeyDown(KeyCode.Keypad8) || Input.GetKeyDown(KeyCode.Alpha8)) { GUI.ProcessSkillClick(7); } else if (Input.GetKeyDown(KeyCode.Keypad9) || Input.GetKeyDown(KeyCode.Alpha9)) { GUI.ProcessSkillClick(8); } else if (Input.GetKeyDown(KeyCode.Keypad0) || Input.GetKeyDown(KeyCode.Alpha0)) { GUI.ProcessSkillClick(9); } } BattleMan.Update(); }