Esempio n. 1
0
    public virtual void Tick(float deltaTime)
    {
        physicsTransform.Mass = projectileData.bulletMass;
        //affectors.ForEach(n => n.Tick_PrePhysics(deltaTime));

        foreach (AffectorBase affector in affectors)
        {
            affector.Tick_PrePhysics(deltaTime);
        }

        physicsTransform.Tick(deltaTime);

        //If we hit something, process it
        TerminalBallisticsData terminalData = terminalDetector.Tick(this);        //, true); //Have we hit anything?

        if (terminalData != null)
        {
            terminalCalculators.ForEach(n => n.ProcessTerminalHit(terminalData)); //We have hit something!
        }
        if (IsDead())                                                             //Do this speed check before an effector speeds us up again
        {
            Active = false;                                                       //Only set this when we actually die
        }
        //affectors.ForEach(n => n.Tick_PostPhysics(deltaTime));

        foreach (AffectorBase affector in affectors)
        {
            affector.Tick_PostPhysics(deltaTime);
        }

        //Debug information
        //Debug.DrawLine(physicsTransform.PrevPosition, physicsTransform.Position, Color.blue, 120);
        //DrawingFuncs.DrawStar(physicsTransform.Position, Color.green, 0.5f, 120);
        physicsTransform.RenderDebug(deltaTime, deltaTime, 20.0f);
    }
Esempio n. 2
0
 void Update()
 {
     physicsTransform.Tick((decimal)Time.deltaTime);
     transform.position = physicsTransform.Position;
 }