public CitizenSensoryPerception(Map AreaMap, Actor Parent) : base(Parent) { VisionRefreshRate = 500; Area = AreaMap; ActorsInSight = new List<Actor>(); }
private void Const(Actor Sender, Actor Receiver, int Msg, float Delay, object Data) { this.Sender = Sender; this.Receiver = Receiver; this.MessageType = Msg; this.Data = Data; this.DispatchTime = Globals.CurrentTime + Delay; }
public Msg(Actor Sender, Actor Receiver, int Msg, float Delay, object Data) { Const(Sender, Receiver, Msg, Delay, Data); }
public Msg(Actor Sender, Actor Receiver, int Msg, float Delay) { Const(Sender, Receiver, Msg, Delay, null); }
public Msg(Actor Sender, Actor Receiver, int Msg) { Const(Sender, Receiver, Msg, 0, null); }
public ActorIntention(Actor Parent) { this.Parent = Parent; }
public void Remove(Actor actor) { Remove(actor.ID); }
public void Add(Actor actor) { if (!ActorList.ContainsKey(actor.ID)) ActorList.Add(actor.ID, actor); }
public ActorLocomotion(Actor Parent) { this.ParentActor = Parent; }
public ActorBody(Actor Parent, IBodyProxy Proxy) { this.BodyProxy = Proxy; this.ParentActor = Parent; }
public ActorSensoryPerception(Actor ParentActor) { this.ParentActor = ParentActor; //this.SensoryPerceptionProxy = Proxy; }
public CitizenLocomotion(Actor Parent, Map map) : base(Parent) { Area = map; }