/// <summary> /// Registers a handler that is called before an object in game is damaged. The damage can be modified in this handler. /// </summary> /// <param name="priority">Priority level. Lower means higher priority.</param> /// <param name="handler">Actual handler delegate</param> public void RegisterBeforeDamageHandler(int priority, BeforeDamageApplied handler) { Tuple <int, BeforeDamageApplied> item = new Tuple <int, BeforeDamageApplied>(priority, handler); m_beforeDamageHandlers.Add(item); m_beforeDamageHandlers.Sort((x, y) => x.Item1 - y.Item1); }
/// <summary> /// Registers a handler that is called before an object in game is damaged. The damage can be modified in this handler. /// </summary> /// <param name="priority">Priority level. Lower means higher priority.</param> /// <param name="handler">Actual handler delegate</param> public void RegisterBeforeDamageHandler(int priority, BeforeDamageApplied handler) { Tuple<int, BeforeDamageApplied> item = new Tuple<int, BeforeDamageApplied>(priority, handler); m_beforeDamageHandlers.Add(item); m_beforeDamageHandlers.Sort((x, y) => x.Item1 - y.Item1); }