public void Activate() { if (!Active) { csai.TickEvent += new CSAI.TickHandler(Tick); csai.RegisterVoiceCommand("countscouts", new CSAI.VoiceCommandHandler(VoiceCommandCountScouts)); enemycontroller.NewEnemyAddedEvent += new EnemyController.NewEnemyAddedHandler(EnemyAdded); unitcontroller.UnitAddedEvent += new UnitController.UnitAddedHandler(UnitAdded); unitcontroller.UnitRemovedEvent += new UnitController.UnitRemovedHandler(UnitRemoved); ScoutUnitDefsById.Clear(); // note, dont just make a new one, because searchpackcoordinator wont get new one unitcontroller.RefreshMyMemory(new UnitController.UnitAddedHandler(UnitAdded)); searchcoordinator.Activate(); Active = true; } }
public void Activate() { if (!Active) { foreach (IFactoryController factorycontroller in playstyle.GetControllersOfType(typeof(IFactoryController))) { factorycontroller.RegisterRequester(this); } csai.TickEvent += new CSAI.TickHandler(Tick); csai.RegisterVoiceCommand("countscouts", new CSAI.VoiceCommandHandler(VoiceCommandCountScouts)); unitcontroller.UnitAddedEvent += new UnitController.UnitAddedHandler(UnitAdded); unitcontroller.UnitRemovedEvent += new UnitController.UnitRemovedHandler(UnitRemoved); ScoutUnitDefsById.Clear(); // note, dont just make a new one, because searchpackcoordinator wont get new one unitcontroller.RefreshMyMemory(new UnitController.UnitAddedHandler(UnitAdded)); searchcoordinator.Activate(); Active = true; } }