Ejemplo n.º 1
0
        /// <summary>
        ///     Allows the game to run logic such as updating the world,
        ///     checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (!IsReadyToUpdate)
            {
                return;
            }

            // Update the time since the last frame and the game's clock.
            TimeSinceLastFrame  = gameTime.ElapsedGameTime.TotalMilliseconds;
            TimeRunningPrecise += gameTime.ElapsedGameTime.TotalMilliseconds;

            Drawable.ResetTotalDrawnCount();

            // Keep the window updated with the current resolution.
            WindowManager.Update();
            MouseManager.Update();
            KeyboardManager.Update();
            JoystickManager.Update();
            ScreenManager.Update(gameTime);
            AudioManager.Update(gameTime);

            // Update the global sprite container
            GlobalUserInterface.Update(gameTime);

            // Keep the RPC client up-to-date.
            DiscordManager.Client?.Invoke();
            LogManager.Update(gameTime);
            Logger.Update();

            base.Update(gameTime);
        }
Ejemplo n.º 2
0
        public async Task UpdateJoystick()
        {
            var rep  = CreateMock <IDynItemController>();
            var ctrl = new JoystickManager(rep);

            var joystick = new Joystick {
                SerialServer = "Entry1", Id = 1, SerialServerUser = "******"
            };

            await ctrl.Update(joystick);

            await rep.Received().Save(Arg.Is <int>(x => x == 1), Arg.Is <string>(x => x == "Joystick1"), Arg.Is <Joystick>(x => x.SerialServer == "Entry1" && x.SerialServerUser == "HA"));
        }