public virtual void Update(float Time)
{
switch (state)
{
case State.Ground:
GroundAnimation.Update(Time);
break;
case State.Flying:
TornadoAnimation.Update(Time);
drawAngle += 0.05f + Time * timeScaleFactor * updateErrorAngle(0.1f, 0.3f);
if (drawAngle > 2 * Math.PI)
{
drawAngle = 0;
}
Move(Time); //Performs vector math to circle around tornado
break;
case State.Exploding:
ExplodeAnimation.Update(Time);
explodeWait += Time;
if (explodeWait > staytime)
{
requestRemoveTornado = true;
}
break;
case State.Stump:
StumpAnimation.Update(Time);
break;
}
}