void Update() { if (_uic != null) { _uic.Update(); } }
// Update is called once per frame public static void Update() { UIController.Update(); InputController.Update(); World.Update(); Lifeforms.Update(); }
private void OnTick(object sender, EventArgs e) { // Process menus UIController.Update(); KillController.Update(); VehicleController.Update(); BlipController.Update(); UIController.TimerBarPool.Draw(); if (CameraController.CurrentCamera != null) { //DebugInfo.Bar1.Text = Math.Round(CameraManager.CurrentCamera.Rotation.X, 2).ToString() + ", " + Math.Round(CameraManager.CurrentCamera.Rotation.Y, 2).ToString() + ", " + Math.Round(CameraManager.CurrentCamera.Rotation.Z, 2).ToString(); //DebugInfo.Bar2.Text = Math.Round(CameraManager.CurrentCamera.Position.X, 2).ToString() + ", " + Math.Round(CameraManager.CurrentCamera.Position.Y, 2).ToString() + ", " + Math.Round(CameraManager.CurrentCamera.Position.Z, 2).ToString(); } }
/// <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) { FMODManager.Update(); UIController.Update(); SceneController.Update(); if ( GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || GamePad.GetState(PlayerIndex.One).Buttons.Start == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape) ) { Exit(); } base.Update(gameTime); }
protected override bool UpdateInternal() { _ui.Update(); return(true); }
public void Update() { _ui.Update(); }