public void SetDirty(GameConstants.DirtyStatus newDirtySetting) { if (newDirtySetting == GameConstants.DirtyStatus.Clean) //when set clean we mean it { DirtySetting = GameConstants.DirtyStatus.Clean; } else if ((int)newDirtySetting > (int)DirtySetting) //only change dirty setting if it increases dirtyness { DirtySetting = newDirtySetting; } }
public virtual void SetDirty(GameConstants.DirtyStatus newDirtySetting) { if (newDirtySetting == GameConstants.DirtyStatus.Clean) //when set clean we mean it { DirtySetting = GameConstants.DirtyStatus.Clean; } else if ((int)newDirtySetting > (int)DirtySetting) //only change dirty setting if it increases dirtyness { //GameManager.Instance.Log.LogDebug("SetDirty: Unit" + ToShortString() + " set " + newDirtySetting); DirtySetting = newDirtySetting; } }