void CPlayerBase::update(float elapsed) { PROFILE_FUNCTION("update base"); if (camera.isValid()) { if (onCinematic) { UpdateCinematic(elapsed); } else if (controlEnabled || only_sense) { bool alive = !checkDead(); if (alive && inputEnabled) { energy_decrease = energy_default_decrease; // Default if nobody change that this frame UpdateSenseVision(); if (!only_sense) { UpdateMoves(); UpdateInputActions(); } setLife(getLife() - getDeltaTime() * energy_decrease); } Recalc(); if (alive) { //UpdateMoves(); myUpdate(); update_msgs(); } } //UpdateAnimation(); } }
void Field::update() { if (lastUpdate != totalTime) { lastUpdate = totalTime; myUpdate(); } }
void DrawingBasics::updateForDrawing() { float dt = 1.0f / 60.0f;//bugbug does this time to frame count? I think so if (getColorAnimation() != nullptr) { getColorAnimation()->update(dt); } if (getAnimationHelper() && getAnimationHelper()->isAnimationEnabled()) { getAnimationHelper()->update(dt); } myUpdate(); // call derived classes };