private void Tick(object sender, System.Timers.ElapsedEventArgs e)
{
if (this.maxCycle <= 0 ||// endless
this.currentCycle < this.maxCycle) // not reached last cycle yet
{
this.currentCycle++;
Time.Update();
SceneObject obj = this.rootObject;
UpdateObject(obj);
}
else
{
this.Stop();
}
}