/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { lock (pendingUpdates) { foreach (Action a in pendingUpdates) { a(); } pendingUpdates.Clear(); } inputManager.Update(); ragdollManager.Update(kinectManager.skeletonInfo); farseerManager.Update(gameTime); objectiveManager.Update(); hazardManager.Update(); particleEffectManager.Update((float)gameTime.ElapsedGameTime.TotalSeconds); if (!kinectManager.IsKinectRunning) { kinectManager.InitKinect(); } base.Update(gameTime); }