public override void Update() { if (!_connecting && !Envir.Network.Client.Connected && _reconnectController.CheckProcess()) { TryConnect(); } }
protected override void Update(GameTime gameTime) { Envir.Time = gameTime; if (_upsController.CheckProcess()) { UPS = _upsCounter; _upsCounter = 0; } if (_fpsController.CheckProcess()) { FPS = _fpsCounter; _fpsCounter = 0; } try { Desktop.UpdateInput(); Desktop.UpdateLayout(); SceneManager.Active?.Update(); } catch (SceneChangedException) { SceneManager.Active?.Update(); } base.Update(gameTime); _upsCounter++; }
public override void Update() { if (_splashTimeController.CheckProcess()) { SceneManager.Load(new LoginScene()); } base.Update(); }