private void Update() { if (mController != null) { mController.StateUpdate(); } }
// Update is called once per frame void Update() { if (mContorller != null) { mContorller.StateUpdate(); } }
void Update() { if (controller != null) { controller.StateUpdate(); } }
void Update() { m_SceneStateController.StateUpdate(); //游戏逻辑更新 m_gameFunction.Update(); }
// Update is called once per frame void Update() { //UnityEngine -> Update GameLoop -> StateUpdate State -> Update GameFacade(游戏系统、界面更新 InputProcess GameSystemUpdate UserInterfaceUpdate) //StateController -> State -> Update -> GameFacade -> Update sceneStateController.StateUpdate(); //玩家控制 UserInput(); //游戏逻辑更新 UpdateGameLogic(); //画面更新 }
// Update is called once per frame void Update() { m_SceneStateController.StateUpdate(); }
// Update is called once per frame void Update() { sceneController.StateUpdate(); }
// Update is called once per frame void Update() { stateController.StateUpdate();//启动场景管理器 }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class GameLoop : MonoBehaviour { private SceneStateController controller = null; private void Awake() { DontDestroyOnLoad(this.gameObject); } // Use this for initialization void Start () { controller = new SceneStateController(); controller.SetState(new StartState(controller),false); } // Update is called once per frame void Update () { controller.StateUpdate(); } }
void Update() { _ui.Update(); m_SceneStateController.StateUpdate(); //場景控制更新 SkipTo(); }
void Update() { //sceneStateUpdate函数调用 sceneStateController.StateUpdate(); }
void Update() { //调用控制器的状态更新 m_SceneStateController.StateUpdate(); }
// Update is called once per frame void Update() { //更新 sceneStateController.StateUpdate(); }
// Update is called once per frame void Update() { //Debug.Log("--------GameLoop-----U"); m_sceneStateController.StateUpdate(); }
void Update() { m_SceneStateController.StateUpdate(); gameManage.Update(); }
private void Update() { //更新 _controller.StateUpdate(); }
// Update is called once per frame void Update() { controller.StateUpdate(); }
private void Update() { m_SceneStateController.StateUpdate(); IUserInterfaceManager.GetInstance().Update(); }