public void AddPhysicsObject(ICoreComponent coreComponent) { if (coreComponent != null && coreComponent.GetComponentType() == ICoreComponent.ComponentType.COMPONENT_Physics) { m_physicsObjects.AddLast((PhysicsObject)coreComponent); } }
public void AddNetworkObject(ICoreComponent networkObject) { if (networkObject != null && networkObject.GetComponentType() == ICoreComponent.ComponentType.COMPONENT_Networking) { m_GONetComponents[networkObject.GetParent().GetRef()] = (NetworkObject)networkObject; } }
public void RemoveComponent(ICoreComponent component) { int componentType = (int)component.GetComponentType(); if (m_GOComponents[componentType] == component) { m_GOComponents[componentType] = null; } }
public void AddRenderObject(ICoreComponent coreComponent) { if (coreComponent != null && coreComponent.GetComponentType() == ICoreComponent.ComponentType.COMPONENT_Rendering) { // Have the render object load its asset and add it to the render object list. RenderObject renderObject = (RenderObject)coreComponent; renderObject.LoadAssetContent(m_mainGame); m_renderObjects.AddLast(renderObject); } }
public void AddComponent(ICoreComponent component) { m_GOComponents[(int)component.GetComponentType()] = component; }