bool CEngine::Update(float ElapsedTime) { if (!m_PhysXManager->Simulating()) { UpdateLevels(); } ElapsedTime *= m_TimeScale; m_ElapsedTime = ElapsedTime; CAnimatorControllerManager* l_AnimatorControllerManager = CEngine::GetSingleton().GetAnimatorControllerManager(); CScriptManager* l_ScriptManager = CEngine::GetSingleton().GetScriptManager(); CCameraControllerManager* l_CameraController = CEngine::GetSingleton().GetCameraControllerManager(); std::stringstream l_Ss; l_Ss << "Update(" << ElapsedTime << ")"; std::string l_Code = l_Ss.str(); m_LuabindManager->RunCode(l_Code); /*m_RenderManager->GetContextManager()->SetTimeParameters(ElapsedTime); l_CameraController->Update(ElapsedTime); m_PhysXManager->Update(ElapsedTime); m_LayerManager->Update(ElapsedTime); l_AnimatorControllerManager->Update(ElapsedTime); l_ScriptManager->Update(ElapsedTime);*/ if (!m_Paused) { m_RenderManager->GetContextManager()->SetTimeParameters(ElapsedTime); l_AnimatorControllerManager->Update(ElapsedTime); l_ScriptManager->Update(ElapsedTime); //l_CameraController->Update(ElapsedTime); m_PhysXManager->Update(ElapsedTime); m_LayerManager->Update(ElapsedTime); l_CameraController->Update(ElapsedTime); } CCameraController* l = CEngine::GetSingleton().GetCameraControllerManager()->GetCurrentCameraController(); CCamera l_Camera = CEngine::GetSingleton().GetRenderManager()->GetCurrentCamera(); Vect3f x = l->GetUp(); m_SoundManager->Update(&l_Camera, l->GetForward().Normalize(), ElapsedTime); m_LuaGameObjectHandleManager->Update(); m_GraphicsStats->Update(ElapsedTime); m_Profiler->Update(); return true; }