Esempio n. 1
0
    /// <summary>
    /// Remove a time Manged object. This should happen if we despawn or destroy an object
    /// </summary>
    /// <param name="timeObjectToRemove"></param>
    public void RemoveTimeManagedObjectFromList(TimeManagedObject timeObjectToRemove)
    {
        if (timeObjectToRemove == null)
        {
            return;
        }

        List <TimeManagedObject> timeManagedObjectList = allTimeMangedObjectDictionary[timeObjectToRemove.timeLayer];

        if (!timeManagedObjectList.Contains(timeObjectToRemove))
        {
            Debug.LogWarning("The TimeManagedObject you are attempting to remove was not found.");
            return;
        }
        timeManagedObjectList.Remove(timeObjectToRemove);
    }
Esempio n. 2
0
    /// <summary>
    /// Add a time managed object to our Game Overseer
    /// </summary>
    /// <param name="timeObjectToAdd"></param>
    public void AddTimeMangedObjectToList(TimeManagedObject timeObjectToAdd)
    {
        if (timeObjectToAdd == null)
        {
            return;
        }

        if (allTimeMangedObjectDictionary == null)
        {
            InitializeTimeList();
        }

        List <TimeManagedObject> timeManagedObjectList = allTimeMangedObjectDictionary[timeObjectToAdd.timeLayer];

        if (timeManagedObjectList.Contains(timeObjectToAdd))
        {
            Debug.LogWarning("This object was already added to our list of time management objects");
            return;
        }
        timeManagedObjectList.Add(timeObjectToAdd);
    }