public void Update(double totalMS, double frameMS) { GameEffect f = _root; while (f != null) { LinkedObject n = f.Next; f.Update(totalMS, frameMS); if (!f.IsDestroyed && f.Distance > World.ClientViewRange) { RemoveEffect(f); } if (f.IsDestroyed) { if (f.Children.Count != 0) { foreach (GameEffect child in f.Children) { if (!child.IsDestroyed) { Add(child); } } f.Children.Clear(); } } f = (GameEffect)n; } }
public override void UpdateState() { if (m_effect != null) { m_effect.Update(); } if (m_gameBall != null) { m_gameBall.Update(); } }
public void Update(double totalTime, double frameTime) { for (GameEffect f = (GameEffect)Items; f != null;) { GameEffect next = (GameEffect)f.Next; f.Update(totalTime, frameTime); if (!f.IsDestroyed && f.Distance > World.ClientViewRange) { f.Destroy(); } f = next; } }
public void Update(double totalMS, double frameMS) { for (int i = 0; i < _effects.Count; i++) { GameEffect effect = _effects[i]; effect.Update(totalMS, frameMS); if (effect.IsDisposed) { _effects.RemoveAt(i--); if (effect.Children.Count > 0) { for (int j = 0; j < effect.Children.Count; j++) { _effects.Add(effect.Children[j]); } } } } }
public void Update(double totalMS, double frameMS) { for (int i = 0; i < _effects.Count; i++) { GameEffect effect = _effects[i]; effect.Update(totalMS, frameMS); if (effect.IsDestroyed) { _effects.RemoveAt(i--); if (effect.Children.Count > 0) { foreach (GameEffect t in effect.Children) { _effects.Add(t); } } } } }
public override void UpdateState() { if (m_effect != null) { m_effect.Update(); } if (m_bombBall != null) { m_bombBall.Update(); } HandleTime(); if (m_bombUI != null) { float value = (m_playerTotalBombTime - m_playerBombTime) / m_playerTotalBombTime; m_bombUI.SetPlayerLastTime(m_playerTotalBombTime - m_playerBombTime, value); value = (m_aiTotalBombTime - m_aiBombTime) / m_aiTotalBombTime; m_bombUI.SetAiLastTime(m_aiTotalBombTime - m_aiBombTime, value); } }