private void OnUpdateComplete(GameTime gameTime) { UpdateStepEventHandler handler = UpdateComplete; if (handler != null) { handler(this, new UpdateStepEventArgs(gameTime)); } }
private void OnProcessAIStep(GameTime gameTime) { UpdateStepEventHandler handler = ProcessAIStep; if (handler != null) { handler(this, new UpdateStepEventArgs(gameTime)); } }
private void OnPostPhysicsUpdateStep(GameTime gameTime) { UpdateStepEventHandler handler = PostPhysicsUpdateStep; if (handler != null) { handler(this, new UpdateStepEventArgs(gameTime)); } }
private void OnDespawnStep(GameTime gameTime) { UpdateStepEventHandler handler = mDespawnStep; if (handler != null) { handler(this, new UpdateStepEventArgs(gameTime)); } }
private void OnUpdateAnimationStep(GameTime gameTime) { UpdateStepEventHandler handler = AnimationUpdateStep; if (handler != null) { handler(this, new UpdateStepEventArgs(gameTime)); } }