/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> public override void Update(double deltaTime) { #if CLIENT if (Character.Spied != null) { if ((PlayerInput.KeyDown(InputType.Up) || PlayerInput.KeyDown(InputType.Down) || PlayerInput.KeyDown(InputType.Left) || PlayerInput.KeyDown(InputType.Right)) && !DebugConsole.IsOpen) { if (GameMain.NetworkMember != null && !GameMain.NetworkMember.chatMsgBox.Selected) { if (Character.Controlled != null) { cam.Position = Character.Controlled.WorldPosition; } else { cam.Position = Character.Spied.WorldPosition; } Character.Spied = null; cam.UpdateTransform(true); } } } #endif #if DEBUG && CLIENT if (GameMain.GameSession != null && GameMain.GameSession.Level != null && GameMain.GameSession.Submarine != null && !DebugConsole.IsOpen && GUIComponent.KeyboardDispatcher.Subscriber == null) { /* * var closestSub = Submarine.FindClosest(cam.WorldViewCenter); * if (closestSub == null) closestSub = GameMain.GameSession.Submarine; * * Vector2 targetMovement = Vector2.Zero; * if (PlayerInput.KeyDown(Keys.I)) targetMovement.Y += 1.0f; * if (PlayerInput.KeyDown(Keys.K)) targetMovement.Y -= 1.0f; * if (PlayerInput.KeyDown(Keys.J)) targetMovement.X -= 1.0f; * if (PlayerInput.KeyDown(Keys.L)) targetMovement.X += 1.0f; * * if (targetMovement != Vector2.Zero) * closestSub.ApplyForce(targetMovement * closestSub.SubBody.Body.Mass * 100.0f); */ } #endif #if CLIENT GameMain.NilModProfiler.SWMapEntityUpdate.Start(); #endif foreach (MapEntity e in MapEntity.mapEntityList) { e.IsHighlighted = false; } #if CLIENT GameMain.NilModProfiler.SWMapEntityUpdate.Stop(); if (GameMain.GameSession != null) { GameMain.NilModProfiler.SWGameSessionUpdate.Start(); GameMain.GameSession.Update((float)deltaTime); GameMain.NilModProfiler.RecordGameSessionUpdate(); } GameMain.NilModProfiler.SWParticleManager.Start(); GameMain.ParticleManager.Update((float)deltaTime); GameMain.NilModProfiler.RecordParticleManager(); GameMain.NilModProfiler.SWLightManager.Start(); GameMain.LightManager.Update((float)deltaTime); GameMain.NilModProfiler.RecordLightManager(); #endif if (Level.Loaded != null) { #if CLIENT GameMain.NilModProfiler.SWLevelUpdate.Start(); #endif Level.Loaded.Update((float)deltaTime, cam); #if CLIENT GameMain.NilModProfiler.RecordLevelUpdate(); #endif } #if CLIENT if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null && Character.Controlled.CanInteractWith(Character.Controlled.SelectedConstruction)) { Character.Controlled.SelectedConstruction.UpdateHUD(cam, Character.Controlled); } GameMain.NilModProfiler.SWCharacterUpdate.Start(); #endif Character.UpdateAll((float)deltaTime, cam); #if CLIENT //NilMod spy Code if (Character.Spied != null) { Character.ViewSpied((float)deltaTime, Cam, true); Lights.LightManager.ViewTarget = Character.Spied; CharacterHUD.Update((float)deltaTime, Character.Spied); foreach (HUDProgressBar progressBar in Character.Spied.HUDProgressBars.Values) { progressBar.Update((float)deltaTime); } foreach (var pb in Character.Spied.HUDProgressBars) { if (pb.Value.FadeTimer <= 0.0f) { Character.Spied.HUDProgressBars.Remove(pb.Key); } } } GameMain.NilModProfiler.SWCharacterUpdate.Stop(); GameMain.NilModProfiler.RecordCharacterUpdate(); GameMain.NilModProfiler.SWStatusEffect.Start(); #endif StatusEffect.UpdateAll((float)deltaTime); #if CLIENT GameMain.NilModProfiler.RecordStatusEffect(); if ((Character.Controlled != null && Lights.LightManager.ViewTarget != null) || (Character.Spied != null && Lights.LightManager.ViewTarget != null)) { cam.TargetPos = Lights.LightManager.ViewTarget.WorldPosition; } #endif cam.MoveCamera((float)deltaTime); #if CLIENT GameMain.NilModProfiler.SWSetTransforms.Start(); #endif foreach (Submarine sub in Submarine.Loaded) { sub.SetPrevTransform(sub.Position); } foreach (PhysicsBody pb in PhysicsBody.List) { pb.SetPrevTransform(pb.SimPosition, pb.Rotation); } #if CLIENT GameMain.NilModProfiler.RecordSetTransforms(); GameMain.NilModProfiler.SWMapEntityUpdate.Start(); #endif MapEntity.UpdateAll((float)deltaTime, cam); #if CLIENT GameMain.NilModProfiler.RecordMapEntityUpdate(); GameMain.NilModProfiler.SWCharacterAnimUpdate.Start(); #endif Character.UpdateAnimAll((float)deltaTime); #if CLIENT GameMain.NilModProfiler.RecordCharacterAnimUpdate(); GameMain.NilModProfiler.SWRagdollUpdate.Start(); #endif Ragdoll.UpdateAll((float)deltaTime, cam); #if CLIENT GameMain.NilModProfiler.RecordRagdollUpdate(); GameMain.NilModProfiler.SWSubmarineUpdate.Start(); #endif foreach (Submarine sub in Submarine.Loaded) { sub.Update((float)deltaTime); } #if CLIENT GameMain.NilModProfiler.RecordSubmarineUpdate(); GameMain.NilModProfiler.SWCharacterUpdate.Start(); #endif #if CLIENT GameMain.NilModProfiler.RecordCharacterUpdate(); GameMain.NilModProfiler.SWPhysicsWorldStep.Start(); #endif GameMain.World.Step((float)deltaTime); #if CLIENT GameMain.NilModProfiler.RecordPhysicsWorldStep(); if (!PlayerInput.LeftButtonHeld()) { Inventory.draggingSlot = null; Inventory.draggingItem = null; } #endif }