public void Unload() { for (int i = 0; i < TotalComponents; ++i) { if (Components[i] is IUnloadable) { IUnloadable CurrentUnloadable = Components[i] as IUnloadable; CurrentUnloadable.Unload(); if (Components[i].IsComponentManager()) { EngineComponentManager Submanager = Components[i] as EngineComponentManager; Submanager.Unload(); } } } }
public void Render(GameTime gameTime) { for (int i = 0; i < TotalComponents; ++i) { if (Components[i] is IRenderable) { IRenderable CurrentRenderable = Components[i] as IRenderable; CurrentRenderable.Render(gameTime); if (Components[i].IsComponentManager()) { EngineComponentManager Submanager = Components[i] as EngineComponentManager; Submanager.Render(gameTime); } } } }
public void Update(GameTime gameTime) { for (int i = 0; i < TotalComponents; ++i) { if (Components[i] is IUpdatable) { IUpdatable CurrentUpdatable = Components[i] as IUpdatable; CurrentUpdatable.Update(gameTime); if (Components[i].IsComponentManager()) { EngineComponentManager Submanager = Components[i] as EngineComponentManager; Submanager.Update(gameTime); } } } }