void Update()
{
if (entity.CurrentBehaviorTypeProperty != type)
return;
if (Pause)
return;
entity.CurrentBehavior = this;
transform.position = new Vector3(transform.position.x - Time.deltaTime*speed,transform.position.y,transform.position.z);
}
public void Update() { // Update Fade alpha = fader.Update(); // Update Rotation Matrix rotation = Matrix.CreateRotationY(radians.Update()); for (int i = 0; i < tempVertices.Length; i++) { tempVertices[i].Position = Vector3.Transform(Vector3.Transform(uniqueVertices[i].Position, rotation), offset); } VertexBuffer.SetData(tempVertices); }