/// <summary> /// Called once per/frame, this is the main body for the game logic. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Update members // // Move camera to 'Focus' position. Camera.Update(gameTime); // Used for animated tiles. //Not needed yet. //TileMap.Update(gameTime); // Step the physics simulation, collisions etc. PhysicsWorld.UpdateStep(gameTime.ToDeltaTime()); // Read/send network packets, firing events where needed. ClientNetworkManager.Update(); // Perform update for all players, including local player. foreach (var player in Player.AllPlayers) { player.UpdatePlayer(gameTime); } //Update Xna base game. base.Update(gameTime); }
/// <summary>Represents Unitys Update method</summary> protected override void Update() { if (_server == null || _client == null) { return; } _server.Update(); _client.Update(); }