public static void RegisterAndInitializeState(IHero hero) { if (HeroStateDictionary.ContainsKey(hero)) return; //When we add a new hero, we initialize a new empty state for it. var NewHeroState = new HeroState(hero); HeroList.Add(hero); HeroStateDictionary.Add(hero, NewHeroState); }
//TODO: whatever other facts Heroes are allowed to percieve about other heroes. public Hero(HeroState hero) { this.HeroId = hero.HeroId; this.Health = hero.Health; this.Strength = hero.Strength; }
internal static void Remove(HeroState hero) { GameMapState.m_HeroList.Remove(hero); }
public static void Add(HeroState hero) { GameMapState.m_HeroList.Add(hero); }