Removed fixed timestep logic from GameScreen (redundant now because the logic is handled in GameMain)

This commit is contained in:
Regalis
2016-10-04 19:21:05 +03:00
parent ff326bdc00
commit 050f7ffc83
19 changed files with 112 additions and 128 deletions

View File

@@ -87,7 +87,7 @@ namespace Barotrauma.Items.Components
public override void UpdateHUD(Character character)
{
GuiFrame.Update((float)Physics.step);
GuiFrame.Update((float)Timing.Step);
}
private bool ToggleActive(GUIButton button, object obj)

View File

@@ -350,7 +350,7 @@ namespace Barotrauma.Items.Components
activateButton.Enabled = CanBeFabricated(targetItem, character);
}
GuiFrame.Update((float)Physics.step);
GuiFrame.Update((float)Timing.Step);
}
private bool CanBeFabricated(FabricableItem fabricableItem, Character user)

View File

@@ -366,7 +366,7 @@ namespace Barotrauma.Items.Components
break;
case "trigger_in":
item.Use((float)Physics.step, null);
item.Use((float)Timing.Step, null);
break;
}
}

View File

@@ -190,7 +190,7 @@ namespace Barotrauma
frame.Draw(spriteBatch);
}
public static void UpdateHud(Item item,Character character)
public static void UpdateHud(Item item, Character character)
{
if (frame == null || frame.UserData != item)
{
@@ -200,7 +200,7 @@ namespace Barotrauma
if (frame == null) return;
frame.Update((float)Physics.step);
frame.Update((float)Timing.Step);
}
}
}

View File

@@ -901,7 +901,7 @@ namespace Barotrauma
}
editingHUD.Draw(spriteBatch);
editingHUD.Update((float)Physics.step);
editingHUD.Update((float)Timing.Step);
if (!prefab.IsLinkable) return;
@@ -929,7 +929,7 @@ namespace Barotrauma
if (editingHUD.Rect.Height > 60)
{
editingHUD.Update((float)Physics.step);
editingHUD.Update((float)Timing.Step);
editingHUD.Draw(spriteBatch);
}
}