public override void Update() { m_bodyParts.Update(); if (ObjectState.State != ActorState.Active) { return; } m_physics.Update(); m_collider.Update(); m_destructible.Update(); m_actionManager.Update(); m_shurikenReceiver.Update(); m_hitAnimation.Update(); if (!m_physics.IsProjected) { Transform.PosX -= Speed * (float)Globals.TheGame.ElapsedTime; } }
public override void Update() { m_bodyParts.Update(); m_physics.Update(); m_collider.Update(); m_destructible.Update(); m_hitAnimation.Update(); m_shurikenReceiver.Update(); if (_isWaitingToJump) { _jumpPauseCounter -= (float)Globals.TheGame.ElapsedTime; if (_jumpPauseCounter < 0) { if (ObjectState.State == ActorState.Active) { JumpActive(); } else if (ObjectState.State == ActorState.StandBy) { JumpInactive(); } } } else { if (Transform.PosY >= 0) { Transform.PosY = 0; m_physics.Stop(); _isWaitingToJump = true; _jumpPauseCounter = _jumpPause; m_sprite.SetFrame(m_currentFrame + 1); } } }
public override void Update() { m_bodyParts.Update(); //m_measurer.Update(); if (ObjectState.State != ActorState.Active) { return; } m_physics.Update(); m_collider.Update(); m_destructible.Update(); m_actionManager.Update(); m_hitAnimation.Update(); m_shurikenReceiver.Update(); if (!m_physics.IsProjected) { Transform.PosX -= m_speed; } }