Exemple #1
0
 /// <summary>
 /// Resumes a role, and sets it's state to running.
 /// </summary>
 public static void Resume()
 {
     State   = Enums.BehaviorStates.Running;
     _paused = false;
 }
Exemple #2
0
 /// <summary>
 /// Unloads role and sets it's state back to stopped.
 /// </summary>
 public static void Unload()
 {
     State          = Enums.BehaviorStates.Stopped;
     Game.OnUpdate -= OnUpdate;
 }
Exemple #3
0
 /// <summary>
 /// Pauses a role and sets it's state to paused.
 /// </summary>
 public static void Pause()
 {
     State   = Enums.BehaviorStates.Paused;
     _paused = true;
 }
Exemple #4
0
 /// <summary>
 /// Loads role and sets it's state to running.
 /// </summary>
 public static void Load()
 {
     State          = Enums.BehaviorStates.Running;
     Game.OnUpdate += OnUpdate;
 }
Exemple #5
0
 /// <summary>
 /// Resumes a role, and sets it's state to running.
 /// </summary>
 public static void Resume()
 {
     State = Enums.BehaviorStates.Running;
     _paused = false;
 }
Exemple #6
0
 /// <summary>
 /// Pauses a role and sets it's state to paused.
 /// </summary>
 public static void Pause()
 {
     State = Enums.BehaviorStates.Paused;
     _paused = true;
 }
Exemple #7
0
 /// <summary>
 /// Unloads role and sets it's state back to stopped.
 /// </summary>
 public static void Unload()
 {
     State = Enums.BehaviorStates.Stopped;
     Game.OnUpdate -= OnUpdate;
 }
Exemple #8
0
 /// <summary>
 /// Loads role and sets it's state to running.
 /// </summary>
 public static void Load()
 {
     State = Enums.BehaviorStates.Running;
     Game.OnUpdate += OnUpdate;
 }