public override void Update(FSO.Common.Rendering.Framework.Model.UpdateState state) { GameFacade.Game.IsFixedTimeStep = (vm == null || vm.Ready); base.Update(state); if (CityRenderer != null) { if (ZoomLevel > 3 && CityRenderer.m_Zoomed != (ZoomLevel == 4)) { ZoomLevel = (CityRenderer.m_Zoomed) ? 4 : 5; } if (InLot) //if we're in a lot, use the VM's more accurate time! { CityRenderer.SetTimeOfDay((vm.Context.Clock.Hours / 24.0) + (vm.Context.Clock.Minutes / 1440.0) + (vm.Context.Clock.Seconds / 86400.0)); } } lock (StateChanges) { while (StateChanges.Count > 0) { var e = StateChanges.Dequeue(); ClientStateChangeProcess(e.State, e.Progress); } } if (vm != null) { vm.Update(); } }
public override void Update(FSO.Common.Rendering.Framework.Model.UpdateState state) { GameFacade.Game.IsFixedTimeStep = (vm == null || vm.Ready); base.Update(state); lock (StateChanges) { while (StateChanges.Count > 0) { var e = StateChanges.Dequeue(); ClientStateChangeProcess(e.State, e.Progress); } } if (vm != null) { vm.Update(); } if (!Visible) { CityRenderer.Visible = false; } if (ZoomLevel < 4) { CreateChar.Visible = false; SaveHouseButton.Visible = true; } else if (ZoomLevel >= 4) { CreateChar.Visible = true; SaveHouseButton.Visible = false; } }