void Update(GameTime time) { try { float deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds; Stats.UpdateStart(); SoundEffectInstancePool.Update(); if (Director.NextScene != null) { Director.SetNextScene(); } CCScheduler.SharedScheduler.Update(deltaTime); ActionManager?.Update(deltaTime); ProcessInput(); Stats.UpdateEnd(deltaTime); } catch (Exception e) { string msg = new System.Text.StringBuilder() .AppendLine($"Draw.Stats.Enabled : {e.Message}") .AppendLine($"Stack Trace: {e.StackTrace}") .ToString(); LogMessage(msg); } }
internal void DoUpdate(GameTime gameTime) { AssertNotDisposed(); if (Platform.BeforeUpdate(gameTime)) { // Once per frame, we need to check currently // playing sounds to see if they've stopped, // and return them back to the pool if so. SoundEffectInstancePool.Update(); Update(gameTime); //The TouchPanel needs to know the time for when touches arrive TouchPanelState.CurrentTimestamp = gameTime.TotalGameTime; } }
void Update(GameTime time) { float deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds; Stats.UpdateStart(); SoundEffectInstancePool.Update(); if (Director.NextScene != null) { Director.SetNextScene(); } CCScheduler.SharedScheduler.Update(deltaTime); ActionManager.Update(deltaTime); ProcessInput(); Stats.UpdateEnd(deltaTime); }
private static void DoUpdate() { DynamicSoundEffectInstanceManager.UpdatePlayingInstances(); SoundEffectInstancePool.Update(); Microphone.UpdateMicrophones(); }