Cascade.Global.Update C# (CSharp) Метод

Update() публичный статический Метод

public static Update ( GameTime time ) : void
time Microsoft.Xna.Framework.GameTime
Результат void
        public static void Update(GameTime time)
        {
            controls.update();
            Touches.Clear();
            foreach (var t in Game.Touches)
            {
                Touches.Add(t);
            }
            foreach (var t in TouchManager.TouchPoints)
            {
                Touches.Add(t);
                //Output += "Added touch";
            }
            //Output += Touches.Count;
            if (!TouchManager.SupportsTouch)
            {
                TouchState ts = TouchState.None;
                switch (Controls.MouseLeft)
                {
                    case ControlState.Pressed:
                        ts = TouchState.Touched;
                        break;
                    case ControlState.Held:
                        ts = TouchState.Moved;
                        break;
                    case ControlState.Released:
                        ts = TouchState.Released;
                        break;
                }
                if (mouseTouch == null)
                {
                    mouseTouch = new TouchPoint()
                    {
                        

                    };
                }
                mouseTouch.Update();
                mouseTouch.Position = Controls.MousePos;
                mouseTouch.State = ts;
                if (ts != TouchState.None)
                {
                    if(!Global.Touches.Contains(mouseTouch))
                        Global.Touches.Add(mouseTouch);
                }
                else
                {
                    if (Global.Touches.Contains(mouseTouch))
                    {
                        Global.Touches.Remove(mouseTouch);
                    }
                }
            }
            framespeed = (60f) / (1f / (float)time.ElapsedGameTime.TotalSeconds);
            if (!float.IsNaN(framespeed))
            {
                gamespeed += (speedtarget - gamespeed) * speedspeed * framespeed;
                speed = MathHelper.Clamp(framespeed * gamespeed, 0, 5);
            }
            Effect.View = Matrix.CreateLookAt(Global.Camera.Pos, Global.Camera.LookAtPos, Vector3.Up);
            Effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 16f / 9f, 1, 1000000);
            Effect.World = Matrix.CreateTranslation(0, 0, 0);
            Controls.ScreenSize.X = Game.GraphicsDevice.PresentationParameters.BackBufferWidth;
            Controls.ScreenSize.Y = Game.GraphicsDevice.PresentationParameters.BackBufferHeight;
            //speed = 10;
            ParticleManager.Update();
        }
        public static void SetSpeed(float target, float speed)