internal void Update(GameTime gameTime) { var triggers = _stateInfo.Triggers ?? new List <StateMachineTrigger <GameState> >(); foreach (var trigger in triggers) { if (trigger.Condition(_state)) { Start(_stateInfos[trigger.StateKey].Type); break; } } InputDevices.Update(); _state?.Update(gameTime); SwapState(); }
/// <summary> /// Update input state here; /// </summary> /// <param name="gameTime"></param> internal void Update(IGameTime gameTime) { InputDevices.Update(); }