private void _frameProcessMain(float delta) { var eventArgs = new RenderFrameEventArgs(delta); AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.FramePreEngine, eventArgs.Elapsed); _lightManager.FrameUpdate(eventArgs); _stateManager.FrameUpdate(eventArgs); _overlayManager.FrameUpdate(eventArgs); AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.FramePostEngine, eventArgs.Elapsed); }
public override void FrameProcess(float delta) { gameTiming.InSimulation = false; // Better safe than sorry. gameTiming.RealFrameTime = TimeSpan.FromSeconds(delta); gameTiming.TickRemainder = gameTiming._tickRemainderTimer.Elapsed; var eventArgs = new RenderFrameEventArgs(delta); AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.FramePreEngine, eventArgs.Elapsed); lightManager.FrameUpdate(eventArgs); _stateManager.FrameUpdate(eventArgs); AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.FramePostEngine, eventArgs.Elapsed); }