Exemple #1
0
 bool IUpdatable.Update()
 {
     _AutoPowerRegulator.Operate();
     _Update();
     _Updater.Working();
     return(true);
 }
Exemple #2
0
    // Update is called once per frame
    void Update()
    {
        if (_NeedSpawn())
        {
            _Spawn();
        }

        _Fishs.Working();
    }
Exemple #3
0
 // Update is called once per frame
 void Update()
 {
     try
     {
         _Updater.Working();
     }
     catch (Exception e)
     {
         Debug.Log(e);
     }
 }
        private void _Update()
        {
            IBinder binder;

            while (_AddBinders.TryDequeue(out binder))
            {
                var user = _Proviable(binder);
                binder.BreakEvent += () => { _RemoveBinders.Enqueue(user); };
                _Users.Add(user);
            }
            IUpdatable removeUser;

            while (_RemoveBinders.TryDequeue(out removeUser))
            {
                _Users.Remove(removeUser);
            }
            _Users.Working();
        }
        void IStage.Update()
        {
            if (_UpdateTimeCounter.Second < _UpdateTime)
            {
                return;
            }
            var deltaTime = this._GetDeltaTime();

            _Machine.Update();
            _Updater.Working();

            var lastDeltaTime = deltaTime;

            _Move(lastDeltaTime);
            _Broadcast(_Map.Find(_Player.GetView()));
            _Player.Equipment.UpdateEffect(lastDeltaTime);

            var target = _Player.HaveTransmit();

            if (target != null)
            {
                TransmitEvent(target);
            }
        }
 protected override void _Update()
 {
     _Updater.Working();
 }
 bool IUpdatable.Update()
 {
     _Updater.Working();
     return(true);
 }
Exemple #8
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 // Update is called once per frame
 void Update()
 {
     _Updater.Working();
 }
Exemple #9
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 bool IUpdatable.Update()
 {
     _Updater.Working();
     return(_Enable);
 }
Exemple #10
0
 public void Update()
 {
     _Time.Update();
     _Tasks.Working(_Time.Delta);
 }