/// <summary> /// This creates a list of all states, also those inherited from the base class. /// </summary> public Dictionary <string, StateStructure> GetAllStates() { // [ZZ] we should NOT pick up any states from Actor. (except Spawn, as the very default state) // for the greater good. (otherwise POL5 from GenericCrush is displayed for actors without frames, preferred before TNT1) if (classname.ToLowerInvariant() == "actor") { Dictionary <string, StateStructure> list2 = new Dictionary <string, StateStructure>(StringComparer.OrdinalIgnoreCase); if (states.ContainsKey("spawn")) { list2.Add("spawn", states["spawn"]); } return(list2); } Dictionary <string, StateStructure> list = new Dictionary <string, StateStructure>(states, StringComparer.OrdinalIgnoreCase); if (!skipsuper && (baseclass != null)) { Dictionary <string, StateStructure> baselist = baseclass.GetAllStates(); foreach (KeyValuePair <string, StateStructure> s in baselist) { if (!list.ContainsKey(s.Key)) { list.Add(s.Key, s.Value); } } } return(list); }
/// <summary> /// This creates a list of all states, also those inherited from the base class. /// </summary> public Dictionary <string, StateStructure> GetAllStates() { Dictionary <string, StateStructure> list = new Dictionary <string, StateStructure>(states, StringComparer.OrdinalIgnoreCase); if (!skipsuper && (baseclass != null)) { Dictionary <string, StateStructure> baselist = baseclass.GetAllStates(); foreach (KeyValuePair <string, StateStructure> s in baselist) { if (!list.ContainsKey(s.Key)) { list.Add(s.Key, s.Value); } } } return(list); }