public static void AddRepresentation(EntityRepresentation entityRepresentation) { if (Count < EntitiesCollection.Count) { EntitiesCollection[Count++] = entityRepresentation; } else { EntitiesCollection.Add(entityRepresentation); Count = EntitiesCollection.Count; } }
/// <summary> /// Function called by the EntityManager to store the previous state /// of the Entity for interpolation /// </summary> public override void PreUpdate(float FixedFrequencyTime) { if (lastTransforms == null) { lastTransforms = new TransformData[2]; } // Store the previous world matrix newTransformIndex = OldTransformIndex(); lastTransforms[newTransformIndex] = new TransformData( transform.localPosition, transform.localRotation, transform.localScale); // Notify our EntityRepresentation EntityRepresentation.PreUpdate(FixedFrequencyTime); // Reset changed flag for next frame Changed = EChange.None; }