protected override void Update(GameTime gameTime) { input.update(); double dt = gameTime.ElapsedGameTime.TotalSeconds; TimeOfDay.addSeconds(dt * 360); if (states.Count > 0) { IGameState state = (IGameState)states.Peek(); state.onInput(input); state.update(dt); } if (fade != null) { fade.update(dt); } if (fade != null && fade.finished) { fade = null; } base.Update(gameTime); }
void startFade(Action midpoint, bool fullscreen) { if (fade != null) { return; } fade = new UiScreenFade(midpoint); fade.fullscreen = fullscreen; }