void RunToCompletion() { while (actionSystem.IsActive) { actionSystem.Update(); } }
public void Update() { renderSystem.Update(); playerSystem.Update(); ActionSystem.Update(); gameobjectSystem.Update(); itemSystem.Update(); skillitemSystem.Update(); }
public void Update_Should_call_the_action() { bool done = false; ISystem <int> system = new ActionSystem <int>(_ => done = true); system.Update(0); Check.That(done).IsTrue(); }
void RunToCompletion() { var timeOut = 0; while (actionSystem.IsActive && timeOut < 1000) { timeOut++; actionSystem.Update(); } }
public void Update_Should_not_call_the_action_When_disabled() { bool done = false; ISystem <int> system = new ActionSystem <int>(_ => done = true) { IsEnabled = false }; system.Update(0); Check.That(done).IsFalse(); }
void Update() { actionSystem.Update(); }
// todo events when a turn is processed public void UpdateSystems() { _actionSystem.Update(); }