/// <summary> /// Terminate an entity by its UID /// </summary> /// <param name="pUID"></param> public void Terminate(int pUID) { // Find the entity that matches the passed pUID foreach (IEntity e in _entityList) { if (e.GetUID() == pUID) { // set remove entity the entity that matches the pUID _removeEntity = e; } } // if remove entity has a value if (_removeEntity != null) { // remove mind from the mindlist _AIComponentManager.RemoveMind(_removeEntity.GetMind()); // remove entity from the sceneGraph _sceneGraph.Remove(_removeEntity.GetUID()); // remove entity from the entity list _entityList.Remove(_removeEntity); // set the remove entity back to null after completion _removeEntity = null; } }
/// <summary> /// This is called when an entity needs to be removed. /// </summary> /// <param name="pUID"></param> public void Remove(int pUID) { _sceneGraph.Remove(pUID); _removeEntity = null; }
public void RemoveFromScene(IPositioned child) { _sceneGraph.Remove(child); }