Пример #1
0
 protected override void Update(GameTime gameTime)
 {
     if (Keyboard.GetState().IsKeyDown(Keys.Escape))
     {
         Exit();
     }
     CollideManager.Update(gameTime);
     base.Update(gameTime);
     Scene?.Update(gameTime);
 }
Пример #2
0
    void Start()
    {
        //test ();

        res = new MainRes();
        res.init();
        Player.init();

        CollideManager.init();
        PathManager.init();


        Debug.Log("start end ....");
    }
Пример #3
0
    public void loop()
    {
        //if (Time.deltaTime >= MaxFrameTime)
        //Debug.Log ( Time.deltaTime );
        loopUI();
        if (Pause)
        {
            return;
        }

        float remainTime = Time.deltaTime;

        lastFrameTime = remainTime;
        while (remainTime > 0)
        {
            preProcess();
            CollideManager.collideTest(); //update relateVec
            CollideManager.drawCollideInfoTrack();

            updateAllLast(); //for Debug use
            float collideTime = CollideManager.collideInfo.minCollideTime;

            //debugText = collideTime.ToString ();
            if (collideTime > 0 && collideTime < remainTime)//is collide
            {
                updateAll(collideTime);
                //CollideManager.drawCollideInfoTrack();
                CollideManager.collideActionAll();
            }
            else
            {
                collideTime = remainTime;
                updateAll(collideTime);
            }
            postProcess();
            lastFrameTime = collideTime;
            remainTime   -= collideTime;
        }
    }
 void Start()
 {
     player         = GameObject.FindWithTag("Player");
     collideManager = player.GetComponent <CollideManager>();
 }
 private void Start()
 {
     collideManager = GameObject.FindWithTag("Player").GetComponent <CollideManager>();
 }