void Update() { if (mover != null) { mover.Update(); } }
public override void Update() { MoveBoomerang(); CheckItemIsExpired(); sprite.Update(); Mover.Update(); }
public override void Update() { Mover.Update(); sprite.Update(); CheckItemIsExpired(); if (((BombExplodingSprite)sprite).IsExploding()) { bomb_blow.Play(); } }
// Update is called once per frame void Update() { inWorldMousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); float gotoX = inWorldMousePosition.x - mover.location.x; float gotoY = inWorldMousePosition.y - mover.location.y; float angle = Mathf.Atan2(gotoX, gotoY); mover.Translate(moveSpeed); mover.Rotate(angle, turnSpeed); mover.Update(); }
public override void Update() { sprite.Update(); if (!stopMovingAndExplode) { Mover.Update(); } else if (stopMovingAndExplode && !updatedSprite) // initial setup of sword beam explosion { sprite = ProjectileSpriteFactory.Instance.CreateSwordBeamExplodingSprite(); updatedSprite = true; } CheckItemIsExpired(); }
// Update is called once per frame void Update() { var deltaTime = Time.deltaTime; fP.IslandElementActionHandlerFactory.Update(deltaTime); fP.IslandMovementControllerFactory.Update(deltaTime); fP.IslandElementElementalViewFactory.Update(deltaTime); fP.IslandElementHydrationControllerFactory.Update(deltaTime); fP.IslandElementSpawnControllerFactory.Update(deltaTime); UpdateFocussedUnit(); cam.update(); minimap.Update(); m.Update(); inventoryView.Update(deltaTime); PutASkeleton(undeadTeam, rand); }
// Update is called once per frame void LateUpdate() { //모든 애들을 돌리면서 update 로 진행하고 끝낸애들은 리스트에서제거하고, 예약된놈들은 들여보낸다. temp_keylist.Clear(); foreach (var key in TotalMoveset.Keys) { temp_keylist.Add(key); } foreach (var key in temp_keylist) { Mover mov = null; if (TotalMoveset.TryGetValue(key, out mov)) { mov.Update(); if (mov.MoveFinished) { TotalMoveset.Remove(key); } } } var ls = ReservedMoveSet.ToArray(); foreach (var mov in ls) { Mover current = null; if (TotalMoveset.TryGetValue(mov.Body, out current)) { if (mov.surpressStopPrev) { current.Stop(); TotalMoveset.Remove(current.Body); TotalMoveset.Add(mov.Body, mov); ReservedMoveSet.Remove(mov); } //else do nothing } else { TotalMoveset.Add(mov.Body, mov); ReservedMoveSet.Remove(mov); } } }
public override void Update() { Mover.Update(); sprite.Update(); }