private void Update( float elapsedTime, ref components.PlayerPuppet puppet, ref components.HumanPhysics physics, ref components.NonFairyAnimation animation, ref components.PuppetActorMovement puppetActorMovement) { if (physics.IsDrowning) { Console.WriteLine("Player died of drowning"); // TODO: Add player death caused by drowning } Animation(elapsedTime, ref puppet, physics, ref animation); Falling(elapsedTime, ref puppet, physics, ref animation); Idling(ref puppet, ref physics); NPCComfortZone(ref physics); ActorTargetDirection(physics, ref puppetActorMovement); }
private void Animation( float elapsedTime, ref components.PlayerPuppet puppet, in components.HumanPhysics physics,