public void Update(Order toUpdate) { previous = toUpdate; resources = toUpdate.resources; provisions = toUpdate.provisions; timerBuild = toUpdate.timerBuild; timerRecruit = toUpdate.timerRecruit; timerResources = toUpdate.timerResources; headquarters.Update(toUpdate.headquarters); timberCamp.Update(toUpdate.timberCamp); clayPit.Update(toUpdate.clayPit); ironMine.Update(toUpdate.ironMine); farm.Update(toUpdate.farm); warehouse.Update(toUpdate.warehouse); rallyPoint.Update(toUpdate.rallyPoint); barracks.Update(toUpdate.barracks); statue.Update(toUpdate.statue); wall.Update(toUpdate.wall); hospital.Update(toUpdate.hospital); market.Update(toUpdate.market); tavern.Update(toUpdate.tavern); academy.Update(toUpdate.academy); hallOfOrders.Update(toUpdate.hallOfOrders); spearman.Update(toUpdate.spearman); swordsman.Update(toUpdate.swordsman); archer.Update(toUpdate.archer); heavyCavalry.Update(toUpdate.heavyCavalry); axeFighter.Update(toUpdate.axeFighter); lightCavalry.Update(toUpdate.lightCavalry); mountedArcher.Update(toUpdate.mountedArcher); ram.Update(toUpdate.ram); catapult.Update(toUpdate.catapult); barracksInfos = new List <PartialBarracksInfo>(toUpdate.barracksInfos); farmInfos = new List <PartialFarmInfo>(toUpdate.farmInfos); waitInfos = new List <PartialWaitInfo>(toUpdate.waitInfos); barracksToDateTime = new Dictionary <int, DateTime>(toUpdate.barracksToDateTime); }
public override void Update(GameTime gameTime) { // Update catapult related to the player Catapult.Update(gameTime); base.Update(gameTime); }