public void AddPawnToTimeline(iAffectedByTime ap) { ap.onStartTurn = OnPawnStart; foreach (iAffectedByTime TA in timeAffectedObjects) { if (TA == ap) { return; } } ap.onTurnEnd = EndTurn; AddTimeInfluencedToList(ap); }
private void AddTimeInfluencedToList(iAffectedByTime timeAffected) { timeAffected.RemoveFromTimeline = RemovePawnFromTimeline; timeAffectedObjects.Add(timeAffected); }