/// <summary> /// Remove a time Manged object. This should happen if we despawn or destroy an object /// </summary> /// <param name="timeObjectToRemove"></param> public void RemoveTimeManagedObjectFromList(TimeManagedObject timeObjectToRemove) { if (timeObjectToRemove == null) { return; } List <TimeManagedObject> timeManagedObjectList = allTimeMangedObjectDictionary[timeObjectToRemove.timeLayer]; if (!timeManagedObjectList.Contains(timeObjectToRemove)) { Debug.LogWarning("The TimeManagedObject you are attempting to remove was not found."); return; } timeManagedObjectList.Remove(timeObjectToRemove); }
/// <summary> /// Add a time managed object to our Game Overseer /// </summary> /// <param name="timeObjectToAdd"></param> public void AddTimeMangedObjectToList(TimeManagedObject timeObjectToAdd) { if (timeObjectToAdd == null) { return; } if (allTimeMangedObjectDictionary == null) { InitializeTimeList(); } List <TimeManagedObject> timeManagedObjectList = allTimeMangedObjectDictionary[timeObjectToAdd.timeLayer]; if (timeManagedObjectList.Contains(timeObjectToAdd)) { Debug.LogWarning("This object was already added to our list of time management objects"); return; } timeManagedObjectList.Add(timeObjectToAdd); }