//called by the core class, so that we can pre-process any operation (strategy) before the mesh is built
        public PlatformUpdateInfo Update(PlatformPoint[][] points)
        {
            //create a struct to hold points and whether or not the core should update
            //with the shouldUpdate flag, a strategy can control when an update in the core should occur.
            var updateInfo = new PlatformUpdateInfo {
                points = points, shouldUpdate = true
            };

            //if there is no active strategy, then return the struct as is
            if (_strategy == null)
            {
                return(updateInfo);
            }

            //otherwise pass the struct off to the active strategy and return the results
            return(_strategy.UpdatePoints(updateInfo));
        }
Exemplo n.º 2
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 public override PlatformUpdateInfo UpdatePoints(PlatformUpdateInfo updateInfo)
 {
     return(updateInfo);
 }
Exemplo n.º 3
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 public abstract PlatformUpdateInfo UpdatePoints(PlatformUpdateInfo updateInfo);