public override void Init() { base.Init(); MyMissions.Unload(); if (MyMissions.ActiveMission != null) { MyMissions.ActiveMission.Load(); } EventLog = new MyEventLog(); MyMissions.RefreshAvailableMissions(); }
/// <summary> /// Updates resource. /// </summary> public virtual void Update() { MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartProfilingBlock("MyMissions.Update"); MyMissions.Update(); MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartNextBlock("MyGlobalEvents.Update()"); //Update global events in the game. This should be driven and synchronized //by sector server World.Global.MyGlobalEvents.Update(); MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartNextBlock("RefreshAvailableMissions"); // update global game time GameDateTime = GameDateTime + new TimeSpan(0, 0, 0, 0, MyConstants.PHYSICS_STEP_SIZE_IN_MILLISECONDS); // check if some new mission are available (because time has advanced) MyMissions.RefreshAvailableMissions(); MotherShipPosition.Update(); MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().EndProfilingBlock(); }