public void Update() { #if !UNITY_WEBPLAYER if (registerInWebServer) { RegisterInWebServer(); } #endif switch (state) { case GameManagerUnityState.GENERATING: { if (worldManagerUnity.worldGeneratorProcess != null && worldManagerUnity.worldGeneratorProcess.IsFinished() == false) { worldManagerUnity.worldGeneratorProcess.Generate(); } else { worldManagerUnity.worldGeneratorProcess = null; PreferencesUpdated(); StartGame(); } break; } case GameManagerUnityState.PAUSE: case GameManagerUnityState.GAME: { if (world != null) { surroundingsUnity.UpdateSkyColor(); playerUnity.UpdateControlled(); world.Update(Time.deltaTime); UpdateAnimatedTexture(); } break; } } if (newState != state) { state = newState; } }