internal void update() { // we set the RenderTarget here so that the Viewport will match the RenderTarget properly Core.graphicsDevice.setRenderTarget(_sceneRenderTarget); // update our lists in case they have any changes entities.updateLists(); if (entityProcessors != null) { entityProcessors.update(); } for (int i = 0, count = entities.count; i < count; i++) { var entity = entities[i]; if (entity.enabled && (entity.updateInterval == 1 || Time.frameCount % entity.updateInterval == 0)) { entity.update(); } } if (entityProcessors != null) { entityProcessors.lateUpdate(); } // we update our renderables after entity.update in case any new Renderables were added renderableComponents.updateLists(); }
public virtual void update() { // we set the RenderTarget here so that the Viewport will match the RenderTarget properly Core.graphicsDevice.setRenderTarget(_sceneRenderTarget); // update our lists in case they have any changes entities.updateLists(); // update our SceneComponents for (var i = _sceneComponents.length - 1; i >= 0; i--) { if (_sceneComponents.buffer[i].enabled) { _sceneComponents.buffer[i].update(); } } // update our EntityProcessors if (entityProcessors != null) { entityProcessors.update(); } // update our Entities entities.update(); if (entityProcessors != null) { entityProcessors.lateUpdate(); } // we update our renderables after entity.update in case any new Renderables were added renderableComponents.updateLists(); }
internal void update() { // we set the RenderTarget here so that the Viewport will match the RenderTarget properly Core.graphicsDevice.SetRenderTarget(_sceneRenderTarget); // update our lists in case they have any changes entities.updateLists(); renderableComponents.updateLists(); if (entityProcessors != null) { entityProcessors.update(); } for (var i = 0; i < entities.Count; i++) { var entity = entities[i]; if (entity.enabled && (entity.updateInterval == 1 || Time.frameCount % entity.updateInterval == 0)) { entity.update(); } } }