protected void Update() { if (Application.isPlaying) { SFMgr.ProcessCommands(); SFMgr.Update(); SFMgr.Advance(Time.deltaTime); SFMgr.ReleaseMoviesMarkedForRelease(); SFMgr.ReleaseValuesMarkedForRelease(); } }
protected virtual void Update() { if (!Application.isPlaying) { return; } if (SFMgr != null) { SFMgr.ProcessCommands(); SFMgr.Update(); SFMgr.Advance(Time.deltaTime); } }
public void Update() { if (SFMgr != null) { // Update gamepad only if it's connected, otherwise we might get duplicate key presses for WASD, etc. if (GamepadConnected) { GamePad.Update(); } SFMgr.ProcessCommands(); SFMgr.Update(); SFMgr.Advance(Time.deltaTime); } }