public void ToUpdate(GameTime gameTime)
        {
            EnemyCollisionSystem.GameTime = gameTime;
            InputHandlerSystem.HandleInput(_oldKeyboardState, gameTime);
            _oldKeyboardState = Keyboard.GetState();

            AISystem.Update(gameTime);
            MoveSystem.Move(gameTime);
            AnimationSystem.RunAnimations(gameTime);

            CollisionSystem.DetectCollisions();
            CollisionResolveSystem.ResolveCollisions(ZEngineCollisionEventPresets.StandardCollisionEvents, gameTime);

            CameraFollowSystem.Update(gameTime);
            LightSystems.Update(gameTime, viewportDimensions);
            //HealthSystem.TempEndGameIfDead(TempGameEnder);
            if (TempGameEnder.Score > 0)
            {
                Debug.WriteLine("YOUR SCORE WAS: " + TempGameEnder.Score);
                while (true)
                {
                    ;
                }
            }
        }
Esempio n. 2
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    void Update()
    {
        if (newEntities.Count > 0)
        {
            int num = newEntities.Count;
            for (int i = 0; i < num; ++i)
            {
                entities.Add(newEntities.Dequeue());
            }
        }

        foreach (Entity entity in entities)
        {
            //Debug.Log("GameWorld.Update, tag:" + entity.identity.tag);
            inputSystem.Update(entity.inputComponent);
            aiSystem.Update(entity.identity, entity.aiComponent, entity.inputComponent);
            controllerSystem.Update(entity.tankComponent, entity.inputComponent, entity.moveComponent, entity.gameobjectComponent);
            gunSystem.Update(entity.gunComponent, entity.inputComponent, entity.gameobjectComponent);
            bulletSystem.Update(entity.identity, entity.bulletComponent, entity.moveComponent, entity.gameobjectComponent);
            buffSystem.Update(entity.buffComponent);
            moveSystem.Update(entity.moveComponent, entity.gameobjectComponent);
        }

        if (expiredEntities.Count > 0)
        {
            Entity entity = null;
            int    num    = expiredEntities.Count;
            for (int i = 0; i < num; ++i)
            {
                entity = expiredEntities.Dequeue();
                entity.gameobjectComponent.Destroy();
                entities.Remove(entity);
            }
        }
    }