/// <summary> /// Remove the specified event observer. /// </summary> /// <param name="observer">The observer to remove.</param> public abstract void RemoveObserver(IBodyObserver observer);
public sealed override void RemoveObserver(IBodyObserver observer) { Observers.Remove(observer); }
/// <summary> /// Add the specified event observer. /// </summary> /// <remarks> /// <para> /// All standard implementations require the observer to be a Unity Object for serialization, so it is /// acceptable for the body to reject an observer. An error message will be logged if an observer is rejected. /// </para> /// <para> /// An observer can only be added once. /// </para> /// </remarks> /// <param name="observer">The observer to add. (Required)</param> /// <returns> /// True if the observer was accepted or already added. False if the observer was rejected. /// </returns> public abstract bool AddObserver(IBodyObserver observer);
public sealed override bool AddObserver(IBodyObserver observer) { return(Observers.Add(observer, this) != -1); }