public void SetWSProperty(E_PropKey key, AgentOrder.E_OrderType value) { int index = (int)key; if (m_PropState[index] != null) { WorldStatePropFactory.Return(m_PropState[index]); } m_PropState[index] = WorldStatePropFactory.Create(key, value); m_PropBitSet.Set(index, true); // set info that key is set }
public void SetWSProperty(E_PropKey key, UnityEngine.Vector3 value) { int index = (int)key; if (m_PropState[index] != null) { WorldStatePropFactory.Return(m_PropState[index]); } m_PropState[index] = WorldStatePropFactory.Create(key, value); m_PropBitSet.Set(index, true); // set info that key is set }
public void SetWSProperty(E_PropKey key, UnityEngine.Vector3 value) { if (IsWSPropertySet(key)) { WorldStatePropFactory.Return(WorldStateProperties[(int)key]); WorldStateProperties[(int)key] = WorldStatePropFactory.Create(key, value); } else { WorldStateProperties[(int)key] = WorldStatePropFactory.Create(key, value); } }
public void SetWSProperty(E_PropKey key, E_CoverState value) { if (IsWSPropertySet(key)) { WorldStatePropFactory.Return(WorldStateProperties[(int)key]); WorldStateProperties[(int)key] = WorldStatePropFactory.Create(key, value); } else { WorldStateProperties[(int)key] = WorldStatePropFactory.Create(key, value); } }
} // only bool now public void SetWSProperty(E_PropKey key, bool value) { int index = (int)key; if (m_PropState[index] != null) { WorldStatePropFactory.Return(m_PropState[index]); } m_PropState[index] = WorldStatePropFactory.Create(key, value); m_PropBitSet.Set(index, true); // set info that key is set //for (int i = 0; i < m_PropBitSet.Count; i++) //{ // Debug.Log("m_PropBitSet[" + i + "].GetHashCode()=" + m_PropBitSet[i].GetHashCode()); //} }