// overload public override void Update() { base.Update(); // count for life //delta IPair delta = new IPair(); if (move_vector_ != null) { delta.Add(move_vector_); } delta.Add(repulse_); pos_.Add(delta); if (GameDef.CollisionWall(pos_, Radius)) { Explode = true; } //if (delta.Zero()) Explode = true; // effect update if (effect_list_ != null) { foreach (Effect effect in effect_list_) { // 特效也會做平移 effect.Pos.Add(delta); // effect update 由 list 執行 } } }