public override void PostInitialize() { //Track down the IEntityStateComponent for this IGameObject, if they exists. stateComponent = this.Parent.GetComponent<IEntityStateComponent>(); foreach (var behavior in behaviors) behavior.Value.PostInitialize(); base.PostInitialize(); }
public override void PostInitialize() { //Track down the IEntityStateComponent for this IGameObject, if they exists. stateComponent = this.Parent.GetComponent <IEntityStateComponent>(); foreach (var behavior in behaviors) { behavior.Value.PostInitialize(); } base.PostInitialize(); }
public override void Reallocate() { //foreach (var behavior in behaviors) //{ // behavior.Value.Reallocate(); //} //foreach (var behavior in behaviorsToRemove) //{ // behavior.Reallocate(); //} //behaviors.Clear(); //behaviorsToRemove.Clear(); stateComponent = null; behaviorFactory = null; actionManager = null; base.Reallocate(); }
public override void Reallocate() { //foreach (var behavior in behaviors) //{ // behavior.Value.Reallocate(); //} //foreach (var behavior in behaviorsToRemove) //{ // behavior.Reallocate(); //} //behaviors.Clear(); //behaviorsToRemove.Clear(); stateComponent = null; behaviorFactory = null; actionManager = null; base.Reallocate(); }