internal void Update(GameTime gameTime) { foreach (var gameObject in GameObjects.Items) { gameObject.Update(gameTime); } _particleSystemManager.Update(gameTime); _cameraInputMessageHandler.UpdateInputState(ref _cameraInputState); CameraController.UpdateCamera(Camera, _cameraInputState, gameTime); }
public override void Draw(GameTime gameTime) { foreach (var model in _models) { model.UpdateBoneTransforms(); } // TODO: Do this in Update? _cameraInputMessageHandler.UpdateInputState(ref _cameraInputState); Game.Scene.CameraController.UpdateCamera(Game.Scene.Camera, _cameraInputState, gameTime); _renderContext.Game = Game; _renderContext.GraphicsDevice = Game.GraphicsDevice; _renderContext.Graphics = this; _renderContext.Camera = Game.Scene.Camera; _renderContext.Scene = Game.Scene; _renderContext.SwapChain = Game.SwapChain; _renderContext.RenderTarget = Game.SwapChain.GetNextRenderTarget(); _renderContext.GameTime = gameTime; _renderPipeline.Execute(_renderContext); base.Draw(gameTime); }