void stateManager_OnGameStatePushing(object sender, GameStateChangingEventArgs e) { foreach (GameObject o in gameObjects.Where(o => o.ContainsTag(e.Current.Name))) { o.Disable(); o.Hide(); // TODO pitäs bodyt saada pois //world.RemoveBody(o.Body); } }
private void stateManager_GameStateChanging(object sender, GameStateChangingEventArgs e) { List <GameObject> toRemove = gameObjects.Where(o => o.ContainsTag(e.Current.Name)).ToList(); foreach (var gameObject in toRemove) { world.RemoveBody(gameObject.Body); gameObjects.Remove(gameObject); } }
private void stateManager_OnGameStatePopping(object sender, GameStateChangingEventArgs e) { // TODO bodyt takasin jos push poistaa // poisto stateManager_GameStateChanging(sender, e); foreach (GameObject o in gameObjects.Where(o => o.ContainsTag(e.Next.Name))) { o.Show(); o.Enable(); } }