/// <summary> /// Frame update /// </summary> public override void Update() { // Update windows helpWindow.Update(); itemWindow.Update(); targetWindow.Update(); // If item window is active: call update_item if (itemWindow.IsActive) { UpdateItem(); return; } // If target window is active: call update_target else if (targetWindow.IsActive) { UpdateTarget(); return; } }
/// <summary> /// Frame update /// </summary> public override void Update() { // Update windows helpWindow.Update(); statusWindow.Update(); skillWindow.Update(); targetWindow.Update(); // If skill window is active: call update_skill if (skillWindow.IsActive) { UpdateSkill(); return; } // If skill target is active: call update_target else if (targetWindow.IsActive) { UpdateTarget(); return; } }
/// <summary> /// Frame Update /// </summary> public override void Update() { // Update windows helpWindow.Update(); commandWindow.Update(); goldWindow.Update(); dummyWindow.Update(); buyWindow.Update(); sellWindow.Update(); numberWindow.Update(); statusWindow.Update(); // If command window is active: call update_command if (commandWindow.IsActive) { UpdateCommand(); return; } // If buy window is active: call update_buy else if (buyWindow.IsActive) { UpdateBuy(); return; } // If sell window is active: call update_sell else if (sellWindow.IsActive) { UpdateSell(); return; } // If quantity input window is active: call update_number else if (numberWindow.IsActive) { UpdateNumber(); return; } }