WeaponSystem.Update C# (CSharp) 메소드

Update() 공개 메소드

public Update ( ) : void
리턴 void
    void Update()
    {
        // See if user has switched weapons
        HandleWeaponSwitch();

        // Handle fire user input
        if (Input.GetKeyDown("space") && canFire)
        {
            StartCoroutine(FireWeaponSystem());
        }
    }

Usage Example

예제 #1
0
        public override void Update(GameTime gameTime)
        {
            // Increment tick
            Tick++;

            //Ignore gametime. We are only bothered about ticks.

            // No dying in simulation
            //EnergyDeathSystem.Update(Tick, GameSpeed);
            //HealthDeathSystem.Update(Tick, GameSpeed);
            //OldAgeDeathSystem.Update(Tick, GameSpeed);

            // Update all systems that regard input values before updating brains
            _visionSystem.Update();
            _noseSystem.Update();

            //_brainSystem.Update(_settings.CritterTypes);
            // Following this update all systems that regard output
            _movementControlSystem.Update();
            // If these systems have energy costs remember to update those systems before anything else happens, in case we need to cancel it
            _movementControlEnergyCostSystem.Update(SimDeltaTime);

            // These systems gather collisions between certain types of entities that are processed by other systems
            _rigidbodyCollisionSystem.GetCollisions();
            _mouthCollisionSystem.GetCollisions();
            _weaponHealthCollisionSystem.GetCollisions();

            // Update the aforementioned systems to process the collisions
            RigidbodyCollisionSystem.Update();
            MouthFoodCollisionSystem.Update(Tick, SimDeltaTime);
            WeaponSystem.Update(Tick, SimDeltaTime);

            // Calculate forces acting upon each body
            _rigidBodySystem.Update(SimDeltaTime);
            _dragSystem.Update();

            // bounce entities on edge of the world
            WorldBorderSystem.Update();
            // Actually modify transforms
            _velocitySystem.Update(SimDeltaTime);

            // Di not want this for editor
            //CritterPopulationSystem.Update(Tick, GameSpeed);
            //FoodRespawnSystem.Update(Tick, GameSpeed);

            //At the end of each loop update the hierarchy system so that it renders correctly and everything is ready for the next loop
            _transformHierarchySystem.Update();
        }
All Usage Examples Of WeaponSystem::Update