public abstract void Perform(GameThing source, GameThing target);
/// <summary> /// Determines whether this instance has access the specified thing. /// </summary> /// <returns><c>true</c> if this instance has access the specified thing; otherwise, <c>false</c>.</returns> /// <param name="thing">Thing.</param> public abstract bool HasAccess(GameThing thing);
public override bool HasAccess(GameThing thing) { return(false); // observers own nothing in the game session }
public override bool HasAccess(GameThing thing) { // an admin has acces to all things return(true); }
public override bool HasAccess(GameThing thing) { return(thing.Owner == this); }
/// <summary> /// over ride this if the game allows blockage of sight (line of sight) /// </summary> /// <returns><c>true</c> if this instance can see the specified source target; otherwise, <c>false</c>.</returns> /// <param name="source">Source.</param> /// <param name="target">Target.</param> public virtual bool CanSee(GameThing source, GameThing target) { return(false); }
public void RemoveThing(GameThing gt) { Messenger.Emit(GameMessages.Kind.ThingRemoved.ToString(), gt); m_thingList.Add(gt); }
public void AddThing(GameThing gt) { m_thingList.Add(gt); Messenger.Emit(GameMessages.Kind.ThingAdded.ToString(), gt); }