minor change to function naming to make more sense in screen manager
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fffc883327
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@ -108,7 +108,7 @@ namespace RhythmBullet
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PostResize();
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PostResize();
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}
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}
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screenManager.Update(gameTime, Assets.Done);
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screenManager.UpdateCurrentScreen(gameTime, Assets.Done);
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InputUtilities.Update();
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InputUtilities.Update();
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camera.Update();
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camera.Update();
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@ -121,7 +121,7 @@ namespace RhythmBullet
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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protected override void Draw(GameTime gameTime)
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{
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{
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screenManager.Draw(spriteBatch);
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screenManager.DrawCurrentScreen(spriteBatch);
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base.Draw(gameTime);
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base.Draw(gameTime);
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}
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}
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@ -53,7 +53,7 @@ namespace RhythmBullet.Zer01HD.Utilities.ScreenSystem
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this.camera = camera;
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this.camera = camera;
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}
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}
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public void Update(GameTime gameTime, bool assetsDone)
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public void UpdateCurrentScreen(GameTime gameTime, bool assetsDone)
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{
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{
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switch (Screen.State)
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switch (Screen.State)
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{
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{
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@ -93,7 +93,7 @@ namespace RhythmBullet.Zer01HD.Utilities.ScreenSystem
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}
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}
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}
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}
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public void Draw(SpriteBatch spriteBatch)
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public void DrawCurrentScreen(SpriteBatch spriteBatch)
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{
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{
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graphics.GraphicsDevice.Clear(Screen.BackgroundColor);
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graphics.GraphicsDevice.Clear(Screen.BackgroundColor);
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if (Screen.State == ScreenState.EnterTransition && previousScreen != null && previousScreen.UseRenderTargetForExitTransition)
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if (Screen.State == ScreenState.EnterTransition && previousScreen != null && previousScreen.UseRenderTargetForExitTransition)
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