public void Update(TimeSpan elapsed)
 {
     foreach (var model in StarSphereModels)
     {
         model.Update(camera, elapsed, TimeSpan.FromSeconds(game.TotalTime));
     }
     FxPool.Update(elapsed);
     for (int i = 0; i < AsteroidFields.Count; i++)
     {
         AsteroidFields[i].Update(camera);
     }
     for (int i = 0; i < Nebulae.Count; i++)
     {
         Nebulae[i].Update(elapsed);
     }
 }
Exemple #2
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 public void Update(double elapsed)
 {
     foreach (var model in StarSphereModels)
     {
         model.Update(camera, game.TotalTime, resman);
     }
     FxPool.Update(elapsed);
     for (int i = 0; i < AsteroidFields.Count; i++)
     {
         AsteroidFields[i].Update(camera);
     }
     for (int i = 0; i < Nebulae.Count; i++)
     {
         Nebulae[i].Update(elapsed);
     }
     for (int i = tempFx.Count - 1; i >= 0; i--)
     {
         tempFx[i].Render.Update(elapsed, tempFx[i].Position, Matrix4x4.CreateTranslation(tempFx[i].Position));
         if (tempFx[i].Render.Finished)
         {
             tempFx.RemoveAt(i);
         }
     }
 }
 public override void Update(double elapsed)
 {
     transform = Matrix4.CreateRotationX(aleViewport.Rotation.Y) * Matrix4.CreateRotationY(aleViewport.Rotation.X);
     instance.Update(TimeSpan.FromSeconds(elapsed), transform, sparam);
     pool.Update(TimeSpan.FromSeconds(elapsed));
 }
Exemple #4
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 public override void Update(double elapsed)
 {
     transform = Matrix4x4.CreateRotationX(aleViewport.ModelRotation.Y) * Matrix4x4.CreateRotationY(aleViewport.ModelRotation.X);
     pool.Update(elapsed);
     instance.Update(elapsed, transform, sparam);
 }