private static void UpdateEnviroment() { if (Time >= _fpsTime) { _fpsTime = Time + 1000; FPS = _fps; _fps = 0; DXManager.Clean(); // Clean once a second. } else { _fps++; } Network.Process(); if (MirScene.ActiveScene != null) { MirScene.ActiveScene.Process(); } for (int i = 0; i < MirAnimatedControl.Animations.Count; i++) { MirAnimatedControl.Animations[i].UpdateOffSet(); } for (int i = 0; i < MirAnimatedButton.Animations.Count; i++) { MirAnimatedButton.Animations[i].UpdateOffSet(); } CreateHintLabel(); CreateDebugLabel(); }
//Enviroment:更新系统,更新画面,每秒更新一次,同时计算帧数,这个帧数计算很不准吧?通过空闲调用计算 private static void UpdateEnviroment() { //更新系统,更新画面,每秒更新一次,同时计算帧数 if (Time >= _fpsTime) { _fpsTime = Time + 1000; FPS = _fps; _fps = 0; DXManager.Clean(); // Clean once a second. //这里加入游戏名称的更新 if (GameScene.User != null && GameScene.User.Name != null && Program.Form.Text != null && !Program.Form.Text.Contains(GameScene.User.Name)) { Program.Form.Text = Settings.serverName != null ? Settings.serverName + " -- " + GameScene.User.Name : "夜火传奇"; } } else { _fps++; } //网络数据处理 Network.Process(); //场景处理 if (MirScene.ActiveScene != null) { MirScene.ActiveScene.Process(); } //动画要一直更新么 for (int i = 0; i < MirAnimatedControl.Animations.Count; i++) { MirAnimatedControl.Animations[i].UpdateOffSet(); } for (int i = 0; i < MirAnimatedButton.Animations.Count; i++) { MirAnimatedButton.Animations[i].UpdateOffSet(); } //这个是鼠标移动到物体,菜单上显示的提示信息 CreateHintLabel(); //FPS等信息输出 CreateDebugLabel(); }