protected override void Update(TimeSpan gameTime)
{
double seconds = gameTime.TotalSeconds;
for (int i = this.BusyProjectiles.Count - 1; i >= 0; i--)
{
var projectile = this.BusyProjectiles[i];
if (projectile.LifeTime <= 0)
{
this.FreeProjectile(projectile);
}
projectile.Position.X = (float)(projectile.Position.X + projectile.Velocity.X * seconds);
projectile.Position.Y = (float)(projectile.Position.Y + projectile.Velocity.Y * seconds);
projectile.Position.Z = (float)(projectile.Position.Z + projectile.Velocity.Z * seconds);
projectile.LifeTime -= gameTime.TotalSeconds;
}
}