// Update is called once per frame void Update() { gameTime += Time.deltaTime; if (inGameUIManager != null) { inGameUIManager.Update(); } if (gameState != enGameState.playing) { return; } if (gameTouchController != null) { gameTouchController.Update(); } if (inGameLevelManager != null) { inGameLevelManager.Update(); } if (modelManager != null) { modelManager.Update(); } if (inGameBgColor != null) { inGameBgColor.Update(); } if (role != null) { role.RoleUpdate(); } }
// Update is called once per frame void Update() { if (gameTouchController != null) { gameTouchController.Update(); } }
// Update is called once per frame void Update() { gameTime += Time.deltaTime; if (gameState != enGameState.playing) { return; } if (gameTouchController != null) { gameTouchController.Update(); } inGameObjManager.Update(); playerCtrlManager.Update(); inGamePlayerManager.Update(); inGameCameraManager.Update(); inGameLevelManager.Update(); inGameUIManager.Update(); }
// Update is called once per frame void Update() { gameTime += Time.deltaTime; if (inGameUIManager != null) { inGameUIManager.Update(); } if (gameState != enGameState.playing) { return; } aloneGameTime += Time.deltaTime; gameScale = Mathf.Min(1, aloneGameTime / maxSpeedTime); gameSpeed = 4 + maxSpeed * gameScale; if (gameTouchController != null) { gameTouchController.Update(); } if (inGameLevelManager != null) { inGameLevelManager.Update(); } if (modelManager != null) { modelManager.Update(); } if (inGameColorManager != null) { inGameColorManager.Update(); } if (role != null) { role.RoleUpdate(); } }
// Update is called once per frame void Update() { if (gameTouchController != null) { gameTouchController.Update(); } if (inGameObjectManager != null) { inGameObjectManager.Update(); } if (inGamePlayerManager != null) { inGamePlayerManager.Update(); } if (inGameLevelManager != null) { inGameLevelManager.Update(); } if (inGameMapManager != null) { inGameMapManager.Update(); } }