//called by the core class, so that we can pre-process any operation (strategy) before the mesh is built public PlatformUpdateInfo Update(PlatformPoint[][] points) { //create a struct to hold points and whether or not the core should update //with the shouldUpdate flag, a strategy can control when an update in the core should occur. var updateInfo = new PlatformUpdateInfo { points = points, shouldUpdate = true }; //if there is no active strategy, then return the struct as is if (_strategy == null) { return(updateInfo); } //otherwise pass the struct off to the active strategy and return the results return(_strategy.UpdatePoints(updateInfo)); }
public override PlatformUpdateInfo UpdatePoints(PlatformUpdateInfo updateInfo) { return(updateInfo); }
public abstract PlatformUpdateInfo UpdatePoints(PlatformUpdateInfo updateInfo);