Ejemplo n.º 1
0
        public override void Update(float elapsed)
        {
            for (int i = this.AlwaysUpdate.Count - 1; i >= 0; i--)
            {
                Component e = this.AlwaysUpdate[i];
                if (!e.Ghost)
                {
                    e.Update(elapsed);
                    if (e.Destroyed)
                    {
                        this.RemoveComponent(e);
                    }
                }
            }

            EntityRenderer r = this.renderer as EntityRenderer;

            if (r != null)
            {
                foreach (Entity e in this.integrator.GetEntitiesInRect(r.TopLeft, r.BottomRight, true))
                {
                    if (!e.Ghost && e.UpdateBehaviour == Entity.UpdateBehaviours.UpdateWhenVisible)
                    {
                        e.Update(elapsed);
                        if (e.Destroyed)
                        {
                            this.RemoveComponent(e);
                        }
                    }
                }
            }

            // DO NOT CALL BASE UPDATE! WE ARE OVERRIDING THIS BEHAVIOUR!!
            //base.Update(elapsed);
        }
Ejemplo n.º 2
0
 /// <summary>
 /// The generic Update method is called once every frame. Override this method to implement behavior that needs to be updated every frame.
 /// </summary>
 /// <param name="elapsed">The time between the current frame and the previous frame, measured in seconds.</param>
 public virtual void Update(float elapsed)
 {
     for (int i = this.components.Count - 1; i >= 0; i--)
     {
         Component component = this.components[i];
         if (component != null && !component.Ghost)
         {
             component.Update(elapsed);
             if (component.Destroyed)
             {
                 this.RemoveComponent(component);
             }
         }
     }
 }