public bool RemoveAgent(IAgentFlockable agent) { // find the index of the agent in the flock int agentIndex = -1; for (int i = 0; i < flockMembers; i++) { if (agents[i] == agent) { agentIndex = i; break; } } // the agent is not part of the flock if (agentIndex == -1) { return(false); } // shift the other agents' indices down for (int i = agentIndex; i < flockMembers - 1; i++) { agents[i] = agents[i + 1]; } flockMembers--; return(true); }
public bool AddAgent(IAgentFlockable agent) { // no more room in the flock if (flockMembers >= agents.Length) return false; // agent was added agents[flockMembers++] = agent; return true; }
public bool AddAgent(IAgentFlockable agent) { // no more room in the flock if (flockMembers >= agents.Length) { return(false); } // agent was added agents[flockMembers++] = agent; return(true); }
public bool RemoveAgent(IAgentFlockable agent) { // find the index of the agent in the flock int agentIndex = -1; for (int i = 0; i < flockMembers; i++) { if (agents[i] == agent) { agentIndex = i; break; } } // the agent is not part of the flock if (agentIndex == -1) return false; // shift the other agents' indices down for (int i = agentIndex; i < flockMembers - 1; i++) agents[i] = agents[i + 1]; flockMembers--; return true; }