internal void Update(float gameSpeed) { if (cooldown > 0) { cooldown--; } hit = false; Position += MoveSpeed * gameSpeed; hitSphere.Center = new Vector3(Position, 0); DestPartEngine.EmitterLocation = new Vector2(Position.X + 20, Position.Y); DestPartEngine.Update(); }
internal void Update(double delta) { foreach (WeaponObject curWep in weapons) { curWep.updateCooldown(delta); } hit = false; Position += CurSpeed; hitSphere.Center = new Vector3(Position, 0); DestPartEngine.EmitterLocation = new Vector2(Position.X + 20, Position.Y); DestPartEngine.Update(); }