Esempio n. 1
0
        public override void Update(GameTime gt)
        {
            base.Update(gt);
            _EventManager.ProcessEvents();

            //ProcessMouse(gt);
            ProcessKeyboard(gt);


            if (InputHelper.IsKeyPressed(Keys.J))
            {
                _BankManager.AddItem(Enums.ItemID.kItemBucket);
            }

            //if (typingMode && !kbHandler.typingMode) //ugly, but should show that input mode ended...?
            //{
            //    processor.Parsetext(kbHandler.Input);
            //    if (processor.currentError != string.Empty) kbHandler.Input = processor.currentError;
            //    //kbHandler.Input = string.Empty;
            //}
            _PlayerManager.Update(gt);
            _SelectedSprite = null;
            if (_PlayerManager._FrontSprite != null)
            {
                _SelectedSprite = _PlayerManager._FrontSprite;
            }

            _NPCManager.UpdateNPCs(gt);
            _WorldObjectManager.Update(gt);
            _GatherableManager.Update(gt);


            //ProcessCamera(gameTime);
            //_Camera.SetPosition(player._Position);
            _Camera._Position = player._Position;
            _UIManager.Update(gt);
        }
Esempio n. 2
0
 // Update is called once per frame
 void LateUpdate()
 {
     itemManager.Update();
     worldObjectManager.Update();
     characterObjectManager.Update();
 }