public void Update(GameTime gameTime) { if (gameManager.Type == LabiryntType.Prim) { if (controlManager.Keyboard.Clicked(KeyboardKeys.Z)) { AssetHolder.Instance.SelectedTexture = new List <Texture2D>() { AssetHolder.Instance.WallTexture }; labirynth.VertexMap.ForEach(i => i.changeTexture()); } if (controlManager.Keyboard.Clicked(KeyboardKeys.X)) { AssetHolder.Instance.SelectedTexture = AssetHolder.Instance.GandalfTextures; AssetHolder.Instance.GandalfMusicInstance.Stop(); AssetHolder.Instance.GandalfMusicInstance.Play(); labirynth.VertexMap.ForEach(i => i.changeTexture()); } } player.Update(gameTime, ref keys, minimap); keys.ForEach(i => i.Update(gameTime)); finishPoint.Update(gameTime, player, screenManager); ground.Update(gameTime, player); if (gameManager.Type == LabiryntType.Prim) { frustum = new BoundingFrustum(player.Camera.View * player.Camera.Projection); List <Cube> visible = labirynth.VertexMap.Where(m => frustum.Contains(m.BoundingBox) != ContainmentType.Disjoint).ToList(); visible.ForEach(i => i.Update(gameTime)); } skyBox.Update(gameTime); minimap.Update(controlManager, gameTime); }
public void Update(UpdateArgs args) { if (_destroyed) { return; } var camera = Camera; args.Camera = camera; /*if (Math.Abs(Player.FOVModifier - _fovModifier) > 0f) * { * _fovModifier = Player.FOVModifier; * * camera.FOV += _fovModifier; * camera.UpdateProjectionMatrix(); * camera.FOV -= _fovModifier; * }*/ camera.Update(args); //_brightnessMod = SkyRenderer.BrightnessModifier; SkyBox.Update(args); ChunkManager.Update(args); EntityManager.Update(args); PhysicsEngine.Update(args.GameTime); if (Math.Abs(_brightnessMod - SkyBox.BrightnessModifier) > 0f) { _brightnessMod = SkyBox.BrightnessModifier; var diffuseColor = Color.White.ToVector3() * SkyBox.BrightnessModifier; ChunkManager.AmbientLightColor = diffuseColor; if (Math.Abs(ChunkManager.Shaders.BrightnessModifier - SkyBox.BrightnessModifier) > 0f) { ChunkManager.Shaders.BrightnessModifier = SkyBox.BrightnessModifier; } var modelRenderer = Player?.ModelRenderer; if (modelRenderer != null) { modelRenderer.DiffuseColor = diffuseColor; } } Player?.Update(args); }