/// <summary> /// adds an EntitySystem processor to the scene /// </summary> /// <returns>The processor.</returns> /// <param name="processor">Processor.</param> public EntitySystem addEntityProcessor(EntitySystem processor) { processor.scene = this; entityProcessors.add(processor); return(processor); }
/// <summary> /// removes an EntitySystem processor from the scene /// </summary> /// <param name="processor">Processor.</param> public void RemoveEntityProcessor(EntitySystem processor) { EntityProcessors.Remove(processor); }
/// <summary> /// adds an EntitySystem processor to the scene /// </summary> /// <returns>The processor.</returns> /// <param name="processor">Processor.</param> public EntitySystem AddEntityProcessor(EntitySystem processor) { processor.Scene = this; EntityProcessors.Add(processor); return(processor); }
/// <summary> /// Removes an EntitySystem processor from the scene /// </summary> /// <param name="processor">Processor.</param> public void removeEntityProcessor(EntitySystem processor) { entityProcessors.remove(processor); }
public void remove(EntitySystem processor) { _processors.Remove(processor); }
public void add(EntitySystem processor) { _processors.Add(processor); }