/// <summary> /// /// </summary> internal bool OnUpdatingZ(float z, WorldEntity gameEntity) { EventHandler <UpdatingZEventArgs> tempBeforeEventArgs = m_EventUpdatingZ; if (tempBeforeEventArgs != null) { UpdatingZEventArgs eventArgs = new UpdatingZEventArgs(z, gameEntity); tempBeforeEventArgs(this, eventArgs); return(eventArgs.IsCancel); } return(false); }
/// <summary> /// /// </summary> internal bool OnUpdatingZ( float z, WorldEntity gameEntity ) { EventHandler<UpdatingZEventArgs> tempBeforeEventArgs = m_EventUpdatingZ; if ( tempBeforeEventArgs != null ) { UpdatingZEventArgs eventArgs = new UpdatingZEventArgs( z, gameEntity ); tempBeforeEventArgs( this, eventArgs ); return eventArgs.IsCancel; } return false; }