/// <summary> /// Called when the GameComponent needs to be updated. /// Called for each component sequentially based on after FixedUpdate and ParallelUpdate. /// </summary> /// <param name="elapsed">Variable time since last frame.</param> public virtual void Update(GameTime time) { }
/// <summary> /// Called when the GameComponent needs to be updated. /// Called in parallel with all other systems after sequential FixedUpdate. /// </summary> /// <param name="elapsed">Fixed time step since the last update.</param> public virtual void ParallelUpdate(GameTime time) { }