public async ValueTask <ActUpdateResult> Update(CanvasTimingInformation timing) { _blinkyTimer.Run(timing); _pacTimer.Run(timing); await _bigPacMan.Update(timing); lerpBlinky(); lerpPacMan(); await _pacMan.Update(timing); await _blinky.Update(timing); await _bigPacMan.Update(timing); return(_finished ? ActUpdateResult.Finished : ActUpdateResult.Running); }
public async ValueTask <ActUpdateResult> Update(CanvasTimingInformation gameContext) { _ghostTimer.Run(gameContext); _pacTimer.Run(gameContext); await _worm.Update(gameContext); lerpBlinky(); lerpPacMan(); await _pacMan.Update(gameContext); await _blinky.Update(gameContext); await _worm.Update(gameContext); return(_finished ? ActUpdateResult.Finished : ActUpdateResult.Running); }
public async ValueTask <ActUpdateResult> Update(CanvasTimingInformation timing) { _blinkyTimer.Run(timing); _pacTimer.Run(timing); _tearTimer.Run(timing); _lookTimer.Run(timing); if (_stage == Stage.MovingBlinky) { lerpBlinky(); } lerpPacMan(); await _pacMan.Update(timing); await _blinky.Update(timing); await _lookingBlinky.Update(timing); await _snagSprite.Update(timing); return(_finished ? ActUpdateResult.Finished : ActUpdateResult.Running); }