public void AddEntityToFront(TPVisibleEntity entity) { //for (int i = 0; i < m_Entity.Count; i++) //{ // if (m_Entity[i].Alive == false) // { // m_Entity[i] = entity; // return; // } //} m_Entity.Insert(0, entity); }
/// <summary> /// Adds a visible entity to the states default render layer. Allows small classes and lazy programmeres /// to add visible entities to a state without having to create a layer and add it. /// </summary> /// <param name="entity"></param> public void AddEntity(TPVisibleEntity entity) { m_DefaultLayer.AddEntity(entity); }
public void RemoveEntity(TPVisibleEntity entity) { m_Entity.Remove(entity); }