public override void FrameUpdate() { EditorData.Update(); if (EditorData.Scene != null) { foreach (SpriteGrid spriteGrid in EditorData.Scene.SpriteGrids) { spriteGrid.Manage(); } } base.FrameUpdate(); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { FlatRedBallServices.Update(gameTime); // TODO: Add your update logic here EditorData.Update(); if (EditorData.Scene != null) { foreach (SpriteGrid spriteGrid in EditorData.Scene.SpriteGrids) { spriteGrid.Manage(); } } base.Update(gameTime); }