@Mattlekim wrote:
Look at the line _blockMinedFrame = 5;
public override void Update(float dt) { base.Update(dt); if (_currentBlockMining != null) if (_currentBlockMining.Value.Worldlocation == _blockMining.Worldlocation) { _timeMining += dt; float frameCurrent = _timeMining / _timeTillMiningCompleate; frameCurrent *= 7; frameCurrent--; _blockMinedFrame = 5; if (_timeMining >= _timeTillMiningCompleate) { MineBlock(); } } else { _blockMining = _currentBlockMining.Value; _timeTillMiningCompleate = Block.LookupBlock(_blockMining.Id).Strenght; _timeMining = 0; } _currentBlockMining = null; }
The line runs fine and sets the variable to 5, but the next time the update is called the variable is reset to -5;
here is how I call it
for (int i = 0; i < Mobs.Count; i++) { Mobs[i].Update(dt); //update each mob }
the weird thing is the other variables keep there state. No other places calls or sets this
variable. I even changed it to a property and put a break point on the set function and the only set is the one that I run.I'm so confused right now, probably missing something really obvious.
Thanks guys
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