public void RemoveImpassable(Impassable i) { notPassables.Remove(i); }
public void Update() { //Goes through all the objects for (int i = 0; i < topObjects.Count; i++) { //Store the item in case it dies Environment e = topObjects[i]; //Lets it update e.Update(managers); //If it no longer exists, re-sync the loop if (!topObjects.Contains(e)) { i--; } } //Goes through all the objects for (int i = 0; i < botObjects.Count; i++) { //Store the item in case it dies Environment e = botObjects[i]; //Lets it update e.Update(managers); //If it no longer exists, re-sync the loop if (!botObjects.Contains(e)) { i--; } } for (int i = 0; i < staticBlockers.Count; i++) { //Store the item in case it dies Environment e = staticBlockers[i]; //Lets it update e.Update(managers); //If it no longer exists, re-sync the loop if (!staticBlockers.Contains(e)) { i--; } } for (int i = 0; i < notPassables.Count; i++) { //Store the item in case it dies Impassable e = notPassables[i]; //Lets it update e.Update(managers); //If it no longer exists, re-sync the loop if (!notPassables.Contains(e)) { i--; } } for (int i = 0; i < notPathables.Count; i++) { //Store the item in case it dies Impathable e = notPathables[i]; //Lets it update e.Update(managers); //If it no longer exists, re-sync the loop if (!notPathables.Contains(e)) { i--; } } }
public void AddImpassable(Impassable i) { notPassables.Add(i); i.LoadContent(managers.GetTextureManager()); }