void GameObject::internalUpdate(quantity<si::time, f32> timeSinceLastFrame) { //! \see GameObject::rebuildConceptUpdateOrder() UpdateOrderContainerT::const_iterator it = mConceptUpdateOrder.begin(); for(; it != mConceptUpdateOrder.end(); ++it) { if (mActivated) { boost::shared_ptr<Property::Concept> pc = it->lock(); pc->update(timeSinceLastFrame); } } }
void GameObject::internalSynchronize() { //! \see GameObject::rebuildConceptUpdateOrder() UpdateOrderContainerT::const_iterator it = mConceptUpdateOrder.begin(); for(; it != mConceptUpdateOrder.end(); ++it) { if (mActivated) { boost::shared_ptr<Property::Concept> pc = it->lock(); pc->synchronize(); } } }