GrandLarceny.Player.update C# (CSharp) Метод

update() публичный Метод

public update ( GameTime a_gameTime ) : void
a_gameTime Microsoft.Xna.Framework.GameTime
Результат void
        public override void update(GameTime a_gameTime)
        {
            m_interactionArrow.update(a_gameTime);
            m_lastPosition = m_position.getGlobalCartesian();

            float t_deltaTime = ((float)a_gameTime.ElapsedGameTime.Milliseconds) / 1000f;
            m_invulnerableTimer = Math.Max(m_invulnerableTimer - t_deltaTime, 0);

            if (!m_stunned)
            {
                changeAnimation();
            }

            if (m_deactivateChase)
            {
                activateNormalMode();
                m_deactivateChase = false;
            }

            updateState();
            m_lastState = m_currentState;

            if (m_currentState != State.Hanging)
            {
                m_gravity = 1600f;
            }

            updateCD(t_deltaTime);

            if (!m_stunned)
            {
                if (!m_chase && !KeyboardHandler.isKeyPressed(GameState.getSprintKey()) && m_runMode)
                {
                    toggleRunMode();
                }

                switch (m_currentState)
                {
                    case State.Stop:
                    {
                        updateStop(t_deltaTime);
                        break;
                    }
                    case State.Walking:
                    {
                        updateWalking(t_deltaTime);
                        break;
                    }
                    case State.Jumping:
                    {
                        updateJumping(t_deltaTime);
                        break;
                    }
                    case State.Slide:
                    {
                        updateSliding(a_gameTime);
                        break;
                    }
                    case State.Climbing:
                    {
                        updateClimbing();
                        break;
                    }
                    case State.Rolling:
                    {
                        updateRolling(t_deltaTime);
                        break;
                    }
                    case State.Hanging:
                    {
                        updateHanging();
                        break;
                    }
                    case State.Hiding:
                    {
                        updateHiding(t_deltaTime);
                        break;
                    }
                    case State.Ventilation:
                    {
                        updateVentilation(t_deltaTime);
                        break;
                    }
                    case State.Swinging:
                    {
                        updateSwinging(t_deltaTime);
                        break;
                    }
                }
            }
            else
            {
                updateStunned(t_deltaTime);
            }

            updateFlip();
            base.update(a_gameTime);
            if ((Game.getInstance().m_camera.getPosition().getLocalCartesian() - m_cameraPoint).Length() > 3)
            {
                Game.getInstance().m_camera.getPosition().smoothStep(m_cameraPoint, CAMERASPEED);
            }
        }