Exemple #1
0
 /// <summary>
 /// Enqueue work to be done on this objects Landblock..<para />
 /// If this is a detached creature, the work will be discarded.<para />
 /// If this is a detached non-creature object, the work will be enqueued onto WorldManager.
 /// </summary>
 public virtual void EnqueueAction(IAction action)
 {
     if (CurrentLandblock == null)
     {
         if (this is Creature)
         {
             // If we've hit this point, something is asking to add work to a detached creature
             // It's likely a DelayManager processing a NextAct() action, and that action is likely an emote.
             // We don't need to emote Creatures.
             // If we find that there is a case where Creatures need to act after they've been detached from the landblock,
             // that work should be enqueued onto WorldManager
         }
         else
         {
             // Enqueue work for detached objects onto our thread-safe WorldManager
             WorldManager.EnqueueAction(action);
         }
     }
     else
     {
         CurrentLandblock.EnqueueAction(action);
     }
 }