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