public void SendEvent(GameEvent eventToSend) { if(GameEvent != null) { GameEvent(eventToSend); } }
public virtual void ReceiveEvent(GameEvent gameEvent) { switch (gameEvent.EventType) { default: //No interesting event here break; } }
public override void ReceiveEvent(GameEvent gameEvent) { switch (gameEvent.EventType) { default: //We do nothing since this doesn't concern us. Think about pushing it up to base here base.ReceiveEvent(gameEvent); break; } }
public override void ReceiveEvent(GameEvent gameEvent) { switch(gameEvent.EventType) { default: //do nothing, since this event obviously doesn't interest us break; } }