void SceneLoop_Update(object sender, SceneLoopEventArgs e) { this.expirationDelayCount++; if (this.expirationDelayCount > this.expirationStart) { Page.SceneLoop.Update -= SceneLoop_Update; this.Expire(); } }
void sceneLoop_Update(object sender, SceneLoopEventArgs e) { if (this.vehicle.ControlledByUser) { this.UpdateCannon(); } this.UpdateRecharge(); }
void sceneLoop_Update(object sender, SceneLoopEventArgs e) { this.UpdateCannon(); }
protected virtual void sceneLoop_Update(object sender, SceneLoopEventArgs e) { foreach (Vehicle item in this.vehicleList) { item.Update(); } foreach (Projectile projectile in this.projectileList) { this.wind.Blow(projectile); } foreach (Powerup powerup in this.powerups) { this.FloatPowerup(powerup); } this.ProcessPowerupInterval(); bool isOverNow = false; if (this.userTank.IsDead) { isOverNow = true; pass = false; } else { bool flag = true; foreach (EnemyVehicle item in this.Enemies) { if (!item.IsDead) { flag = false; break; } } if (flag) { isOverNow = true; pass = true; } } if (isOverNow) { this.End(); } }
void sceneLoop_Update(object sender, SceneLoopEventArgs e) { refreshCount++; if (this.refreshCount > this.refreshRate) { this.ChangeDirection(); this.refreshCount = 0; } }