internal void Update(GameTime a_gameTime) { if (m_shockwave != null) { float timeInSeconds = (float)a_gameTime.ElapsedGameTime.TotalSeconds; m_shockwave.m_lifeTime += timeInSeconds; if (m_shockwave.m_lifeTime >= m_shockwave.m_maxLifeTime) { m_shockwave = null; } } }
public ShockwaveSystem(Vector2 a_position) { m_position = a_position; m_shockwave = new ShockwaveParticle(m_position); }