Update() public method

public Update ( ) : void
return void
Ejemplo n.º 1
0
        public override void Update(FSO.Common.Rendering.Framework.Model.UpdateState state)
        {
            GameFacade.Game.IsFixedTimeStep = (vm == null || vm.Ready);

            base.Update(state);

            if (CityRenderer != null)
            {
                if (ZoomLevel > 3 && CityRenderer.m_Zoomed != (ZoomLevel == 4))
                {
                    ZoomLevel = (CityRenderer.m_Zoomed) ? 4 : 5;
                }

                if (InLot) //if we're in a lot, use the VM's more accurate time!
                {
                    CityRenderer.SetTimeOfDay((vm.Context.Clock.Hours / 24.0) + (vm.Context.Clock.Minutes / 1440.0) + (vm.Context.Clock.Seconds / 86400.0));
                }
            }

            lock (StateChanges)
            {
                while (StateChanges.Count > 0)
                {
                    var e = StateChanges.Dequeue();
                    ClientStateChangeProcess(e.State, e.Progress);
                }
            }

            if (vm != null)
            {
                vm.Update();
            }
        }
        public override void Update(FSO.Common.Rendering.Framework.Model.UpdateState state)
        {
            GameFacade.Game.IsFixedTimeStep = (vm == null || vm.Ready);

            base.Update(state);


            lock (StateChanges)
            {
                while (StateChanges.Count > 0)
                {
                    var e = StateChanges.Dequeue();
                    ClientStateChangeProcess(e.State, e.Progress);
                }
            }

            if (vm != null)
            {
                vm.Update();
            }

            if (!Visible)
            {
                CityRenderer.Visible = false;
            }

            if (ZoomLevel < 4)
            {
                CreateChar.Visible      = false;
                SaveHouseButton.Visible = true;
            }
            else if (ZoomLevel >= 4)
            {
                CreateChar.Visible      = true;
                SaveHouseButton.Visible = false;
            }
        }