public static void UpdateAll(float time, Xwing xwing)
        {
            Vector4 zone = xwing.GetZone();

            EnemyLasers.ForEach(laser => laser.Update(time, zone));
            AlliedLasers.ForEach(laser => laser.Update(time, zone));

            EnemyLasers.RemoveAll(laser => laser.NotVisible);
            AlliedLasers.RemoveAll(laser => laser.NotVisible);

            //Debug.WriteLine("AL " + AlliedLasers.Count + " EL " + EnemyLasers.Count);
        }
        protected override void Update(GameTime gameTime)
        {
            float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            Drawer.MasterMRT.Parameters["Time"]?.SetValue(elapsedTime);

            Input.ProcessInput();

            BoundingFrustum.Matrix = SelectedCamera.View * SelectedCamera.Projection;
            Vector3[] frustumCorners = BoundingFrustum.GetCorners();

            var lvp = LightCamera.View * LightCamera.Projection;

            Vector3 center = Vector3.Zero;

            foreach (var corner in frustumCorners)
            {
                center += corner;
            }

            center /= frustumCorners.Length;
            //var cyr = MathHelper.ToRadians(Camera.Yaw);


            float dif = -MathF.Atan2(Camera.FrontDirection.X - 1f, Camera.FrontDirection.Z - 0f);

            if (dif > MathHelper.PiOver2)
            {
                dif = MathHelper.Pi - dif;
            }

            // [0 - 90]
            // [700- 200]

            LightCamera.Offset = 200f;
            //LightCamera.Offset = MathHelper.Lerp(200, 700, 1f - (dif / MathHelper.PiOver2));
            //Debug.WriteLine(" dif "+ MathHelper.ToDegrees(dif) + " off " + LightCamera.Offset);

            //LightCamera.NearPlane = shadowNear;
            //LightCamera.FarPlane = shadowFar;

            LightCamera.Update(gameTime);

            Vector4 zone = Xwing.GetZone();

            switch (GameState)
            {
            case GmState.StartScreen:
                #region startscreen
                Camera.Yaw   += 10f * elapsedTime;
                Camera.Yaw   %= 360;
                Camera.Pitch += 10f * elapsedTime;
                Camera.Yaw   %= 90;
                Camera.UpdateVectorView();
                #endregion
                break;

            case GmState.Running:
                #region running
                Drawer.trenchesToDraw.Clear();

                Drawer.tiesToDraw.Clear();
                Drawer.showXwing = true;
                Drawer.lasersToDraw.Clear();
                Drawer.shipsToDraw.Clear();

                elementsDrawn = 0;
                totalElements = 0;

                //Update camara
                Camera.Update(gameTime);
                //Generacion de enemigos, de ser necesario
                TieFighter.GenerateEnemies(Xwing);
                TieFighter.AddAllRequiredToDraw(ref Drawer.tiesToDraw, BoundingFrustum);
                elementsDrawn += Drawer.tiesToDraw.Count;
                totalElements += TieFighter.Enemies.Count;
                //Update Xwing
                Xwing.Update(elapsedTime, Camera);
                elementsDrawn += 1;
                totalElements += 1;

                BackgroundCombat.UpdateAll(elapsedTime);
                BackgroundCombat.AddAllRequiredToDraw(ref Drawer.shipsToDraw);


                Trench.UpdateCurrent();

                //enemyLasers.Clear();

                for (int x = (int)zone.X; x < zone.Y; x++)
                {
                    for (int z = (int)zone.Z; z < zone.W; z++)
                    {
                        var block = Map[x, z];

                        block.Update(elapsedTime);

                        if (BoundingFrustum.Intersects(block.BB))
                        {
                            Drawer.trenchesToDraw.Add(Map[x, z]);
                        }

                        totalElements++;
                    }
                }
                elementsDrawn += Drawer.trenchesToDraw.Count;

                Laser.UpdateAll(elapsedTime, Xwing);
                totalElements += Laser.AlliedLasers.Count;
                totalElements += Laser.EnemyLasers.Count;

                Laser.AddAllRequiredtoDraw(ref Drawer.lasersToDraw, ref BoundingFrustum);
                elementsDrawn += Drawer.lasersToDraw.Count;

                Drawer.MasterMRT.Parameters["OmniLightsRadiusMin"]?.SetValue(RadMin);
                Drawer.MasterMRT.Parameters["OmniLightsRadiusMax"]?.SetValue(RadMax);
                Drawer.MasterMRT.Parameters["OmniLightsPos"]?.SetValue(Laser.OmniLightsPos);
                Drawer.MasterMRT.Parameters["OmniLightsColor"]?.SetValue(Laser.OmniLightsColor);
                Drawer.MasterMRT.Parameters["OmniLightsCount"]?.SetValue(Laser.OmniLightsCount);


                //Colisiones
                Xwing.VerifyCollisions(Laser.EnemyLasers, Map);

                TieFighter.UpdateEnemies(elapsedTime, Xwing);


                SoundManager.UpdateRandomDistantSounds(elapsedTime);
                #endregion
                break;

            case GmState.Paused:
                #region paused


                Camera.PausedUpdate(elapsedTime, Xwing);

                Drawer.trenchesToDraw.Clear();

                for (int x = (int)zone.X; x < zone.Y; x++)
                {
                    for (int z = (int)zone.Z; z < zone.W; z++)
                    {
                        var block = Map[x, z];

                        if (BoundingFrustum.Intersects(block.BB))
                        {
                            Drawer.trenchesToDraw.Add(Map[x, z]);
                        }
                    }
                }
                #endregion
                break;

            case GmState.Victory:
                #region victory
                Camera.PausedUpdate(elapsedTime, Xwing);
                #endregion
                break;

            case GmState.Defeat:
                #region defeat
                Camera.PausedUpdate(elapsedTime, Xwing);

                Drawer.trenchesToDraw.Clear();

                for (int x = (int)zone.X; x < zone.Y; x++)
                {
                    for (int z = (int)zone.Z; z < zone.W; z++)
                    {
                        var block = Map[x, z];

                        if (BoundingFrustum.Intersects(block.BB))
                        {
                            Drawer.trenchesToDraw.Add(Map[x, z]);
                        }
                    }
                }
                #endregion
                break;
            }

            Gizmos.UpdateViewProjection(SelectedCamera.View, SelectedCamera.Projection);
            if (Xwing.Score >= 100)
            {
                ChangeGameStateTo(GmState.Victory);
            }
            base.Update(gameTime);
        }