internal bool ConflictsAny(WorldStateModifier <TKey, TValue> _other) { if (_other == null) { return(false); } return(ConflictsAny(_other.m_WorldState)); }
public void Apply(WorldStateModifier <TKey, TValue> _worldStateModifier) { if (_worldStateModifier == null) { return; } foreach (KeyValuePair <TKey, TValue> pair in _worldStateModifier.GetKeyValuePairs()) { m_WorldState[pair.Key] = pair.Value; } }