public override void Update(GameTime gt) { base.Update(gt); _EventManager.ProcessEvents(); //ProcessMouse(gt); ProcessKeyboard(gt); if (InputHelper.IsKeyPressed(Keys.J)) { _BankManager.AddItem(Enums.ItemID.kItemBucket); } //if (typingMode && !kbHandler.typingMode) //ugly, but should show that input mode ended...? //{ // processor.Parsetext(kbHandler.Input); // if (processor.currentError != string.Empty) kbHandler.Input = processor.currentError; // //kbHandler.Input = string.Empty; //} _PlayerManager.Update(gt); _SelectedSprite = null; if (_PlayerManager._FrontSprite != null) { _SelectedSprite = _PlayerManager._FrontSprite; } _NPCManager.UpdateNPCs(gt); _WorldObjectManager.Update(gt); _GatherableManager.Update(gt); //ProcessCamera(gameTime); //_Camera.SetPosition(player._Position); _Camera._Position = player._Position; _UIManager.Update(gt); }
// Update is called once per frame void LateUpdate() { itemManager.Update(); worldObjectManager.Update(); characterObjectManager.Update(); }