/// <summary> /// Gets an YnBase object by its name /// </summary> /// <param name="name">Name of the object</param> /// <returns>An YnBase object or null if don't exists</returns> public virtual YnBasicEntity GetMemberByName(string name) { YnBasicEntity basicEntity = null; int baseSize = _baseList.Count; int i = 0; while (i < baseSize && basicEntity == null) { basicEntity = (_baseList[i].Name == name) ? _baseList[i] : null; i++; } if (basicEntity != null) { return(basicEntity); } i = 0; int entitySize = _entities.Count; while (i < entitySize && basicEntity == null) { basicEntity = (_entities[i].Name == name) ? _entities[i] : null; i++; } return(basicEntity); }
public override YnBasicEntity GetMemberByName(string name) { YnBasicEntity basicEntity = base.GetMemberByName(name); if (basicEntity == null) { basicEntity = _guiManager.GetWidgetByName(name); } return(basicEntity); }
/// <summary> /// Remove a basic object to the scene. /// </summary> /// <param name="basicObject">Basic object to remove.</param> /// <returns>Return true if the object has been succefully removed, otherwise return false.</returns> public bool Remove(YnBasicEntity basicObject) { return _basicObjects.Remove(basicObject); }
/// <summary> /// Add a basic object to the scene. /// </summary> /// <param name="basicObject">A basic object like Timer, Camera, etc...</param> /// <returns>Return true if the object has been added, otherwise return false.</returns> public bool Add(YnBasicEntity basicObject) { return _basicObjects.Add(basicObject); }
/// <summary> /// Remove a basic object to the scene /// </summary> /// <param name="basicObject">A basic object</param> public void Remove(YnBasicEntity basicObject) { _scene.Remove(basicObject); }
/// <summary> /// Add a basic object to the scene /// </summary> /// <param name="basicObject">A basic object</param> public void Add(YnBasicEntity basicObject) { _scene.Add(basicObject); }
/// <summary> /// Remove a basic object /// </summary> /// <param name="basicObject">A basic object</param> public virtual void Remove(YnBasicEntity basicObject) { _baseList.Remove(basicObject); }
/// <summary> /// Add a basic object /// </summary> /// <param name="basicObject">A basic object</param> public virtual void Add(YnBasicEntity basicObject) { _baseList.Add(basicObject); }
/// <summary> /// Remove a basic object to the scene. /// </summary> /// <param name="basicObject">Basic object to remove.</param> /// <returns>Return true if the object has been succefully removed, otherwise return false.</returns> public bool Remove(YnBasicEntity basicObject) { return(_basicObjects.Remove(basicObject)); }
/// <summary> /// Add a basic object to the scene. /// </summary> /// <param name="basicObject">A basic object like Timer, Camera, etc...</param> /// <returns>Return true if the object has been added, otherwise return false.</returns> public bool Add(YnBasicEntity basicObject) { return(_basicObjects.Add(basicObject)); }