public void CreateGroup(List <IBaseNPC> selectedGroup) { if (selectedGroup.Count == 1) { controlUnit = selectedGroup[0]; } else if (selectedGroup.Count > 1) { CompositeGroup tempGroup = new CompositeGroup(); for (int i = 0; i < selectedGroup.Count; i++) { tempGroup.AddUnit(selectedGroup[i]); } controlUnit = tempGroup; } else if (selectedGroup.Count == 0) { CompositeGroup tempGroup = new CompositeGroup(); tempGroup.ResetGroup(); controlUnit = tempGroup; } }
public void RemoveUnit(IBaseNPC npc) { npcGroup.Remove(npc); }
public void AddUnit(IBaseNPC npc) { npcGroup.Add(npc); }