public void ReplaceRestartable(Sources.Utils.RestartFase newFase) { var index = GameComponentsLookup.Restartable; var component = CreateComponent <Sources.Components.RestartableComponent>(index); component.fase = newFase; ReplaceComponent(index, component); }
public void AddRestartGame(Sources.Utils.RestartFase newFase) { var index = InputComponentsLookup.RestartGame; var component = CreateComponent <Sources.Components.RestartGameComponent>(index); component.fase = newFase; AddComponent(index, component); }
public GameEntity SetRestartable(Sources.Utils.RestartFase newFase) { if (hasRestartable) { throw new Entitas.EntitasException("Could not set Restartable!\n" + this + " already has an entity with Sources.Components.RestartableComponent!", "You should check if the context already has a restartableEntity before setting it or use context.ReplaceRestartable()."); } var entity = CreateEntity(); entity.AddRestartable(newFase); return(entity); }
public void ReplaceRestartable(Sources.Utils.RestartFase newFase) { var entity = restartableEntity; if (entity == null) { entity = SetRestartable(newFase); } else { entity.ReplaceRestartable(newFase); } }