internal override void Update(CFrameInfo aFrameInfo) { base.Update(aFrameInfo); this.WorldMatrix = this.NewWorldMatrix(); this.Reposition(); }
internal override void Update(CFrameInfo aFrameInfo) { base.Update(aFrameInfo); this.Orbit = default; this.UpdateCurrentRadians(); this.WorldPos = this.GetWorldPosByOrbitRadians(this.OrbitCurrentRadians.Value); this.UpdateOrbit(); }
internal virtual void Update(CFrameInfo aFrameInfo) { if (this.TimeToLive.HasValue) { this.TimeToLive = this.TimeToLive.Value.Subtract(aFrameInfo.GameTimeElapsed); if (this.TimeToLive.Value.TotalMilliseconds < 0d) { this.DeallocateIsQueued = true; } } }
internal override void Update(CFrameInfo aFrameInfo) { base.Update(aFrameInfo); this.IsNearestAsteroidToAvatar = aFrameInfo.NearestBumperIsDefined && aFrameInfo.NearestAsteroid.RefEquals <CBumperSprite>(this); if (this.WormholeIsEnabled && !this.Destroyed) { this.WormholeCubes.Swap(this); } }
internal override void Update(CFrameInfo aFrameInfo) { base.Update(aFrameInfo); this.WorldPos = this.WorldPos + this.MoveVector.Value.MakeLongerDelta(this.Speed.Value * aFrameInfo.GameTimeElapsed.TotalSeconds); //this.WorldMatrix = Matrix.CreateScale((float)this.Scale) * Matrix.CreateTranslation(this.WorldPos.Value.ToVector3()); this.WorldMatrix = this.NewWorldMatrix(CMatrixModifierBitEnum.Scale | CMatrixModifierBitEnum.Position); this.Reposition(); if (this.DistanceToAvatar > CStaticParameters.Shot_DieOnDistanceToAvatar) { this.DellocateIsQueued = true; } }
internal override void Update(CFrameInfo aFrameInfo) { var a = this.SpriteNullablesArray; var c = a.Length; for (var i = 0; i < c; ++i) { var s = a[i]; if (s is object) { s.Update(aFrameInfo); } } }
internal override void Update(CFrameInfo aFrameInfo) { base.Update(aFrameInfo); if (this.RemainingActiveTime.HasValue) { var aRemainingActiveTime = this.RemainingActiveTime.Value.Subtract(aFrameInfo.GameTimeElapsed); this.RemainingActiveTime = aRemainingActiveTime.TotalMilliseconds > 0 ? aRemainingActiveTime : default(TimeSpan?) ; } if (this.IsHiddenInWorld.Value && !this.IsReferenced) { this.DeallocateIsQueued = true; } }
internal abstract void Update(CFrameInfo aFrameInfo);