public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs) { if (level == ModUpdateLevel.FramePostEngine) { _dreamInterface.FrameUpdate(frameEventArgs); } }
public void BroadcastUpdate(ModUpdateLevel level, float frameTime) { foreach (var entrypoint in _mods.SelectMany(m => m.EntryPoints)) { entrypoint.Update(level, frameTime); } }
public void BroadcastUpdate(ModUpdateLevel level, FrameEventArgs frameEventArgs) { foreach (var entrypoint in _mods.SelectMany(m => m.EntryPoints)) { entrypoint.Update(level, frameEventArgs); } }
public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs) { if (level == ModUpdateLevel.PostEngine) { _commandSystem.RunRepeatingCommands(); _dreamManager.Update(); } }
public void BroadcastUpdate(ModUpdateLevel level, FrameEventArgs frameEventArgs) { foreach (var module in _mods) { foreach (var entryPoint in module.EntryPoints) { entryPoint.Update(level, frameEventArgs); } } }
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; } }
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; } } }
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; } }
public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs) { base.Update(level, frameEventArgs); switch (level) { case ModUpdateLevel.PostEngine: { _euiManager.SendUpdates(); _voteManager.Update(); break; } } }
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; } } }
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. }
public virtual void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs) { }
public override void Update(ModUpdateLevel level, float frameTime) { base.Update(level, frameTime); _gameTicker.Update(new FrameEventArgs(frameTime)); }
public virtual void Update(ModUpdateLevel level, float frameTime) { }