void Update() { float frameTime = Time.deltaTime; accumulator += frameTime; while (accumulator >= dt) { meshpool.UpdateAt(dt); // Movement meshpool.ReferenceBullets(); // Reference bullets for collisions // Collisions checks player.UpdateAt(dt); if (dialogue.in_dialogue == false) { for (int i = 0; i < enemies.Length; ++i) { enemies [i].UpdateAt(dt); } } accumulator -= dt; t += dt; } }
void Update() { player.UpdateAt(); //dialogue.UpdateAt(); float frameTime = Time.deltaTime; accumulator += frameTime; while (accumulator >= dt) { meshpool.UpdateAt(dt); // Movement meshpool.ReferenceBullets(); // Reference bullets for collisions // Collisions checks player.UpdateAt(); for (int i = 0; i < enemies.Count; ++i) { enemies[i].UpdateAt(dt); } accumulator -= dt; t += dt; } /*float alpha = accumulator / dt; * meshpool.PrepareRendering(alpha);*/ }