public override void DoAiLogic() { foreach (Entity go in gameObjects.Values) { // Removes spinning from collisions go.SetAngularVelocity(Vector3.Zero); if (go is EnemyFighter) { FighterController.Update(go as EnemyFighter, c, null); } else if (go is EnemyCruiser) { CruiserController.Update(go as EnemyCruiser); } else if (go is Feather) { Feather f = go as Feather; f.Update(); } else if (go is Beam) { Beam b = go as Beam; if (Vector3.Distance(b.Position, Vector3.Zero) > 500) { physicsManager.RemoveObject(b.ID); } } } }