public void Update(GameTime gameTime, ref AsteroidBuilder asteroidField, ref DroneBuilder droneFleet) { List <AEntity> avoidList = new List <AEntity>(); avoidList.AddRange(asteroidField._asteroidList); avoidList.AddRange(droneFleet._droneShips); _boids.Update(gameTime, avoidList, droneFleet.GetActiveDrone()); }
public void Update(GameTime gameTime, ref AsteroidBuilder asteroidField, ref DroneBuilder droneFleet) { _currentWave.Update(gameTime, ref asteroidField, ref droneFleet); if (_currentWave.ShipList.Count <= 0) { _time -= gameTime.ElapsedGameTime.Milliseconds; if (_time <= 0 && _waveCount < _max) { _waveCount++; _currentWave.UnLoadContent(); _currentWave = new Wave(_waveCount); _currentWave.LoadContent(); _time = _timeBetweenWaves; } else if (_waveCount >= _max) { HasEnded = true; } } }