Update() public method

public Update ( ) : void
return void
示例#1
0
    public void Update()
    {
        if (networkView.isMine)
        {
            ServerNotifier.Address         = Relay.Instance.AddressFinder.ExternalAddress;
            ServerNotifier.CurrentMapName  = Application.loadedLevelName;
            ServerNotifier.NumberOfPlayers = PlayerPresence.UnsafeAllPlayerPresences.Count;
            // In case our external address is still null, Update() in the
            // ServerNotifier won't actually send to the list server, so it's
            // fine to call it here. (It will send as soon as our address is not
            // null).
            ServerNotifier.Update();
        }
        Leaderboard.Update();

        // Update banner messages
        float yAccum = 0f;

        for (int i = BannerMessages.Count - 1; i >= 0; i--)
        {
            //BannerMessages[i].Index = displayIndex;
            BannerMessages[i].IndexY = yAccum;
            BannerMessages[i].Update();
            if (BannerMessages[i].Active)
            {
                yAccum += BannerMessages[i].CalculatedHeight + 1f;
            }
            if (BannerMessages[i].Finished)
            {
                BannerMessages.RemoveAt(i);
            }
        }
    }
示例#2
0
 // Update is called once per frame
 void Update()
 {
     if (leaderboard.Root.gameObject.activeSelf)
     {
         leaderboard.Update();
     }
     else
     {
         score       += Time.deltaTime * scoreRate;
         uiscore.text = "Score:  " + (ulong)score;
     }
 }
示例#3
0
        private void Dead(PaintEventArgs e)
        {
            Controls.Clear();
            Invalidate();
            var image = bitmaps["YouDead"];

            e.Graphics.DrawImage(image, new Point(0, 0));
            var name = "Stephan";

            if (InputBox("Игра окончена", "Введите Ваше имя:", ref name) == DialogResult.OK)
            {
                leaders.Update(name, game.Player.Gold);
            }
        }
示例#4
0
        /// <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)
        {
            // TODO: Add your update logic here

            // Updates keyboard and mouse states
            Globals.UpdateGlobals();

            // If there is a fade active, no other update code is run
            // If the game is paused, no other update code is run and there is a check to see if the player has left it. If the help screen is open, it runs that logic.
            // Otherwise, it runs the logic for the current mode.
            if (Globals.Fade.Active)
            {
                Globals.Fade.Update();
            }
            else if (paused)
            {
                // Checks if the player unpauses, or if they press the menu button
                if (Globals.CheckKey(Keys.Escape))
                {
                    paused = false;
                }
                else if (menuBtn.CheckButton())
                {
                    Globals.Fade.Start(Globals.MENU, 1);
                    paused = false;
                }
            }
            else if (Globals.HelpScreenOpen)
            {
                HelpScreen.Update();
            }
            else
            {
                switch (Globals.Gamestate)
                {
                case Globals.LOGO:
                {
                    // Once the logo has lasted for its entire duration, the fade to the menu begins
                    if (logoDuration.CheckCooldown())
                    {
                        Globals.Fade.Start(Globals.MENU, 1);
                    }
                    else
                    {
                        logoDuration.UpdateCooldown();
                    }
                    break;
                }

                case Globals.TRANSITION:
                {
                    TransitionScreen.Update();
                    break;
                }

                case Globals.MENU:
                {
                    Menu.Update();
                    break;
                }

                case Globals.GAMEPLAY:
                {
                    // Checks if the player has paused
                    if (Globals.CheckKey(Keys.Escape))
                    {
                        paused = true;
                    }

                    // Updates the game that is currently running
                    switch (Globals.Minigame)
                    {
                    case Globals.LUCKY_DAY:
                    {
                        luckyDay.Update();
                        break;
                    }

                    case Globals.COLOR_GUESSER:
                    {
                        colorGuesser.Update();
                        break;
                    }

                    case Globals.RAINDROPS:
                    {
                        raindrops.Update();
                        break;
                    }

                    case Globals.JUGGLER:
                    {
                        juggler.Update();
                        break;
                    }

                    case Globals.TERMINAL_VELOCITY:
                    {
                        terminalVelocity.Update();
                        break;
                    }

                    case Globals.BACKWARDS:
                    {
                        backwards.Update();
                        break;
                    }

                    case Globals.TYPEWRITER:
                    {
                        typewriter.Update();
                        break;
                    }

                    case Globals.FLOOR_IS_LAVA:
                    {
                        floorIsLava.Update();
                        break;
                    }

                    case Globals.MILKSHAKER:
                    {
                        milkshaker.Update();
                        break;
                    }

                    case Globals.CIRCLE_CLICKER:
                    {
                        circleClicker.Update();
                        break;
                    }
                    }
                    break;
                }

                case Globals.LEADERBOARD:
                {
                    Leaderboard.Update();
                    break;
                }

                case Globals.RESULTS:
                {
                    Results.Update();
                    break;
                }
                }
            }
            base.Update(gameTime);
        }