public void Update(GameTime gameTime, ref AsteroidBuilder asteroidField, ref DroneBuilder droneFleet)
        {
            List <AEntity> avoidList = new List <AEntity>();

            avoidList.AddRange(asteroidField._asteroidList);
            avoidList.AddRange(droneFleet._droneShips);
            _boids.Update(gameTime, avoidList, droneFleet.GetActiveDrone());
        }
 public void Update(GameTime gameTime, ref AsteroidBuilder asteroidField, ref DroneBuilder droneFleet)
 {
     _currentWave.Update(gameTime, ref asteroidField, ref droneFleet);
     if (_currentWave.ShipList.Count <= 0)
     {
         _time -= gameTime.ElapsedGameTime.Milliseconds;
         if (_time <= 0 && _waveCount < _max)
         {
             _waveCount++;
             _currentWave.UnLoadContent();
             _currentWave = new Wave(_waveCount);
             _currentWave.LoadContent();
             _time = _timeBetweenWaves;
         }
         else if (_waveCount >= _max)
         {
             HasEnded = true;
         }
     }
 }