public override void Update(GameTime gameTime) { if (!string.IsNullOrEmpty(_inputProcessor.LastInGameButtonPressed)) { HandleInGameButtonPress(); } base.Update(gameTime); _inputProcessor.Update(MillisecondsSinceLastUpdate); _motionController.Update(MillisecondsSinceLastUpdate); _cameraController.Update(MillisecondsSinceLastUpdate); _timerController.Update(MillisecondsSinceLastUpdate); for (int i = 0; i < _objectWithGlowEffect.Count; i++) { _objectWithGlowEffect[i].UpdateGlow(MillisecondsSinceLastUpdate); } if (!_pauseController.Paused) { _opaqueParticleEffectManager.Update(MillisecondsSinceLastUpdate); _additiveParticleEffectManager.Update(MillisecondsSinceLastUpdate); _animationController.Update(MillisecondsSinceLastUpdate); _playerCollisionController.CheckForCollisions(); } }
public override void Update(GameTime gameTime) { _animationController.Update(MillisecondsSinceLastUpdate); //_snowController.Update(MillisecondsSinceLastUpdate); base.Update(gameTime); }
public void Update(GameTime gameTime, Vector3 position, Matrix rotation) { _position = position; _rotation = rotation; // Update the models animation. animationController.Update(gameTime.ElapsedGameTime, Matrix.Identity); }
protected override void OnUpdate() { base.OnUpdate(); GroundDetector.Update(Time.deltaTime); AnimationController.Update(); HorizontalMovementController.Update(); }
protected override void OnUpdateFrame(FrameEventArgs e) { HandleInput(); NextUpdateActions?.Invoke(); NextUpdateActions = null; _cameraController.Update(); _animationController.Update(e.Time); }
public override void Update(GameTime gameTime) { base.Update(gameTime); _animationController.Update(MillisecondsSinceLastUpdate); _playerTwoStartDialog.Update(MillisecondsSinceLastUpdate); _playerOneAvatarCarousel.Update(MillisecondsSinceLastUpdate); _playerTwoAvatarCarousel.Update(MillisecondsSinceLastUpdate); _areaCarousel.Update(MillisecondsSinceLastUpdate); }
public override void Update(GameTime gameTime) { CheckAndHandleClear(); if (_congratulationsPopup.AwaitingDismissal) { ContentFadeFraction = _textFadeTimer.CurrentActionProgress; } _animationController.Update(MillisecondsSinceLastUpdate); base.Update(gameTime); }
private void Update(float deltaTime) { if (UpdateController.platform == UpdateController.Platform.Phone) { if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } } AnimationController.Update(deltaTime); SlideController.frictionDelta = CameraController.widthInMeters / Screen.width; SlideController.instance.Update(deltaTime); }
public override void Update(int millisecondsSinceLastUpdate) { base.Update(millisecondsSinceLastUpdate); _motionController.Update(millisecondsSinceLastUpdate); _cameraController.Update(millisecondsSinceLastUpdate); _timerController.Update(millisecondsSinceLastUpdate); if (!_pauseController.Paused) { _opaqueParticleEffectManager.Update(millisecondsSinceLastUpdate); _additiveParticleEffectManager.Update(millisecondsSinceLastUpdate); _animationController.Update(millisecondsSinceLastUpdate); _playerCollisionController.CheckForCollisions(); } }
private void Update(float deltaTime) { if (Input.GetKeyDown(KeyCode.Escape)) { if (!MenusController.RemoveMenus()) { ScenePassageController.instance.LoadScene <MainMenuController> ((a) => { Destroy(); a(); }); } } OptionsController.instance.Update(deltaTime); AnimationController.Update(deltaTime); SlideController.frictionDelta = CameraController.widthInMeters / Screen.width; SlideController.instance.Update(deltaTime); }
/// <summary> /// Updates the animation controller. /// </summary> /// <param name="time">the time object.</param> internal override void Update(GameTime time) { animationController.Update(time); base.Update(time); }
public void Update(GameTime gameTime) { ModelAnimator.Update(gameTime); currentAnimationController.Update(gameTime); }
/// <summary> /// Converts this trianlge mesh into a BFSOctree. /// </summary> /// <param name="maxLevel">The maximum node level/depth of any node in /// the created DynamicOctree.</param> /// <returns>A BFSOctree representing this triangle mesh.</returns> public BFSOctree toBFSOctree(byte maxLevel) { System.Collections.Generic.IEnumerator<AnimationClip> enum1; System.Collections.Generic.IEnumerator<AnimationChannel> enum2; enum1 = _model.AnimationClips.Values.GetEnumerator(); enum1.MoveNext(); enum2 = enum1.Current.Channels.Values.GetEnumerator(); enum2.MoveNext(); Matrix[,] animation = new Matrix[enum2.Current.Count, enum1.Current.Channels.Count]; AnimationClip clip; _model.AnimationClips.TryGetValue("Take 001", out clip); AnimationController c = new AnimationController(_model.SkeletonBones); c.StartClip(clip); for (long i = 0; i < enum2.Current.Count; ++i) { c.Update(new TimeSpan(clip.Duration.Ticks / enum2.Current.Count), Matrix.Identity); for (int j = 0; j < enum1.Current.Channels.Count; ++j) animation[i, j] = c.SkinnedBoneTransforms[j]; } _model = null; BFSOctree result = new BFSOctree(toDynamicOctree(maxLevel)); result._animation = animation; result.frameCount = (uint)enum2.Current.Count; result.boneCount = (uint)enum1.Current.Channels.Count; return result; }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { lastKeyboradState = keyboradState; keyboradState = Keyboard.GetState(); // Exit the sample. if (keyboradState.IsKeyDown(Keys.Escape)) { Exit(); } // Change the animation clip smoothly by using CrossFade. if (keyboradState.IsKeyDown(Keys.Left) && lastKeyboradState.IsKeyUp(Keys.Left)) { activeAnimationClip = (activeAnimationClip - 1); if (activeAnimationClip < 0) { activeAnimationClip = skinnedModel.AnimationClips.Count - 1; } animationController.CrossFade(skinnedModel.AnimationClips.Values[activeAnimationClip], TimeSpan.FromSeconds(0.05f)); } else if (keyboradState.IsKeyDown(Keys.Right) && lastKeyboradState.IsKeyUp(Keys.Right)) { activeAnimationClip = (activeAnimationClip + 1); if (activeAnimationClip >= skinnedModel.AnimationClips.Count) { activeAnimationClip = 0; } animationController.CrossFade(skinnedModel.AnimationClips.Values[activeAnimationClip], TimeSpan.FromSeconds(0.05f)); } // Change the type of interpolation to use between keyframes. // The differences are mainly noticeible at an animation speed of 0.1. if (keyboradState.IsKeyDown(Keys.D1)) { interpolationMode = "None"; animationController.TranslationInterpolation = InterpolationMode.None; animationController.OrientationInterpolation = InterpolationMode.None; animationController.ScaleInterpolation = InterpolationMode.None; } else if (keyboradState.IsKeyDown(Keys.D2)) { interpolationMode = "Linear"; animationController.TranslationInterpolation = InterpolationMode.Linear; animationController.OrientationInterpolation = InterpolationMode.Linear; animationController.ScaleInterpolation = InterpolationMode.Linear; } else if (keyboradState.IsKeyDown(Keys.D3)) { interpolationMode = "Cubic"; animationController.TranslationInterpolation = InterpolationMode.Cubic; animationController.OrientationInterpolation = InterpolationMode.Linear; animationController.ScaleInterpolation = InterpolationMode.Cubic; } else if (keyboradState.IsKeyDown(Keys.D4)) { interpolationMode = "Spherical"; animationController.TranslationInterpolation = InterpolationMode.Linear; animationController.OrientationInterpolation = InterpolationMode.Spherical; animationController.ScaleInterpolation = InterpolationMode.Linear; } // Toggle if the animation will loop or not. if (keyboradState.IsKeyDown(Keys.Space) && lastKeyboradState.IsKeyUp(Keys.Space)) { animationController.LoopEnabled = !animationController.LoopEnabled; } // Change the speed of the animation. if (keyboradState.IsKeyDown(Keys.Up)) { animationController.Speed += 0.005f; animationController.Speed = MathHelper.Clamp( animationController.Speed, 0.1f, 5.0f); } else if (keyboradState.IsKeyDown(Keys.Down)) { animationController.Speed -= 0.005f; animationController.Speed = MathHelper.Clamp( animationController.Speed, 0.1f, 5.0f); } // Update the models rotation. rotation += (float)gameTime.ElapsedGameTime.TotalSeconds * 0.4f; // Update the models animation. animationController.Update(gameTime.ElapsedGameTime, Matrix.Identity); base.Update(gameTime); }
/// <summary> /// Updates the controller. /// CAlled by the API /// </summary> /// <param name="gt">The gt.</param> public void Update(Microsoft.Xna.Framework.GameTime gt) { animationController.Update(gt.ElapsedGameTime, Matrix.Identity); }