Example #1
0
 public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
 {
     if (level == ModUpdateLevel.FramePostEngine)
     {
         _dreamInterface.FrameUpdate(frameEventArgs);
     }
 }
Example #2
0
 public void BroadcastUpdate(ModUpdateLevel level, float frameTime)
 {
     foreach (var entrypoint in _mods.SelectMany(m => m.EntryPoints))
     {
         entrypoint.Update(level, frameTime);
     }
 }
Example #3
0
 public void BroadcastUpdate(ModUpdateLevel level, FrameEventArgs frameEventArgs)
 {
     foreach (var entrypoint in _mods.SelectMany(m => m.EntryPoints))
     {
         entrypoint.Update(level, frameEventArgs);
     }
 }
Example #4
0
 public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
 {
     if (level == ModUpdateLevel.PostEngine)
     {
         _commandSystem.RunRepeatingCommands();
         _dreamManager.Update();
     }
 }
Example #5
0
 public void BroadcastUpdate(ModUpdateLevel level, FrameEventArgs frameEventArgs)
 {
     foreach (var module in _mods)
     {
         foreach (var entryPoint in module.EntryPoints)
         {
             entryPoint.Update(level, frameEventArgs);
         }
     }
 }
Example #6
0
        public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
        {
            base.Update(level, frameEventArgs);

            switch (level)
            {
            case ModUpdateLevel.FramePreEngine:
                IoCManager.Resolve <IClientNotifyManager>().FrameUpdate(frameEventArgs);
                IoCManager.Resolve <IChatManager>().FrameUpdate(frameEventArgs);
                break;
            }
        }
Example #7
0
        public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
        {
            base.Update(level, frameEventArgs);

            switch (level)
            {
            case ModUpdateLevel.FramePreEngine:
                // TODO: Turn IChatManager into an EntitySystem and remove the line below.
                IoCManager.Resolve <IChatManager>().FrameUpdate(frameEventArgs);
                break;
            }
        }
        public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
        {
            base.Update(level, frameEventArgs);

            switch (level)
            {
            case ModUpdateLevel.PreEngine:
            {
                _gameTicker.Update(frameEventArgs);
                break;
            }
            }
        }
Example #9
0
        public override void Update(ModUpdateLevel level, float frameTime)
        {
            base.Update(level, frameTime);

            switch (level)
            {
            case ModUpdateLevel.FramePreEngine:
                var renderFrameEventArgs = new RenderFrameEventArgs(frameTime);
                IoCManager.Resolve <IClientNotifyManager>().FrameUpdate(renderFrameEventArgs);
                IoCManager.Resolve <IClientGameTicker>().FrameUpdate(renderFrameEventArgs);
                break;
            }
        }
Example #10
0
        public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
        {
            base.Update(level, frameEventArgs);

            switch (level)
            {
            case ModUpdateLevel.PostEngine:
            {
                _euiManager.SendUpdates();
                _voteManager.Update();
                break;
            }
            }
        }
Example #11
0
        public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
        {
            base.Update(level, frameEventArgs);

            switch (level)
            {
            case ModUpdateLevel.PreEngine:
            {
                _gameTicker.Update(frameEventArgs);
                IoCManager.Resolve <IGalacticBankManager>().Update(frameEventArgs);
                break;
            }
            }
        }
Example #12
0
 public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
 {
     base.Update(level, frameEventArgs);
 }
 public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
 {
     base.Update(level, frameEventArgs);
     // DEVNOTE: Game update loop goes here. Usually you'll want some independent GameTicker.
 }
Example #14
0
 public virtual void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
 {
 }
Example #15
0
        public override void Update(ModUpdateLevel level, float frameTime)
        {
            base.Update(level, frameTime);

            _gameTicker.Update(new FrameEventArgs(frameTime));
        }
Example #16
0
 public virtual void Update(ModUpdateLevel level, float frameTime)
 {
 }