override public void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera) { base.Update(gameTime, chunks, camera); if (World.Overworld.Difficulty == 0) { return; // Disable enemy sensors on peaceful difficulty. } SenseTimer.Update(gameTime); if (SenseTimer.HasTriggered) { Enemies.Clear(); try { Sense(); } catch (Exception e) { Program.CaptureException(e); } } Enemies.RemoveAll(ai => ai.IsDead); }
public override void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera) { SenseTimer.Update(gameTime); if (SenseTimer.HasTriggered) { Sense(); } Enemies.RemoveAll(ai => ai.IsDead); base.Update(gameTime, chunks, camera); }