public void Remove(BloodParticle bp) { Debug.Assert(bp != null, "Particle is null."); BloodParticleList.Remove(bp); EntityList.Remove(bp); PhysicalObjectList.Remove(bp); }
public void Remove(Projectile proj) { Debug.Assert(proj != null, "Projectile is null."); ProjectileList.Remove(proj); EntityList.Remove(proj); PhysicalObjectList.Remove(proj); }
public void Add(BloodParticle item) { Debug.Assert(item != null, "item is null."); BloodParticleList.Add(item); EntityList.Add(item); PhysicalObjectList.Add(item); }
public void Add(Projectile item) { Debug.Assert(item != null, "item is null."); ProjectileList.Add(item); EntityList.Add(item); PhysicalObjectList.Add(item); }
/* These methods add an item to all relevant lists */ public void Add(Player item) { Debug.Assert(item != null, "item is null."); if (PlayerList.Count <= MaxPlayers) { item.PlayerIndex = (PlayerIndex)PlayerList.Count; PlayerList.Add(item); EntityList.Add(item); PhysicalObjectList.Add(item); } }
/* Resets all entity lists to empty */ private void ClearLists() { PlayerList.Clear(); PlanetList.Clear(); ProjectileList.Clear(); BlackHoleList.Clear(); BloodParticleList.Clear(); EntityList.Clear(); PhysicalObjectList.Clear(); GravityPointList.Clear(); }