public void Visit(UnitList list) { if (UnitListVisitor != null) { list.Accept(UnitListVisitor); } }
/// <summary> /// Creates a new empty. PlayerComponent /// </summary> public PlayerComponent() { PlayerResources resources = new PlayerResources(); AddChild(resources); unitList = new UnitList(); AddChild(unitList); buildingList = new BuildingList(); AddChild(buildingList); enemyList = new List<PlayerComponent>(); }
/// <summary> /// Creates a new empty. PlayerComponent /// </summary> public PlayerComponent() { PlayerResources resources = new PlayerResources(); AddChild(resources); unitList = new UnitList(); AddChild(unitList); buildingList = new BuildingList(); AddChild(buildingList); enemyList = new List <PlayerComponent>(); }
/// <summary> /// Gets the list of all the Units. /// </summary> /// <returns>The UnitList</returns> public UnitList GetUnitList() { UnitList list = null; foreach (ModelComponent component in GetChildren()) { if (component is UnitList) { list = (UnitList)component; break; } } return(list); }
public void Visit(UnitList list) { output.WriteStartElement("UnitList"); VisitChildren(list); output.WriteEndElement(); }
public ConditionAllPlayerUnitsDead(Trigger decorated, PlayerComponent player) : base(decorated) { this.player = player; this.unitList = player.GetUnitList(); }
public UnitListChangedEventArgs(UnitList unitList) { this.unitList = unitList; }
public virtual void Visit(UnitList list) { Visit((ModelComponent)list); }
public void Visit(UnitList list) { if (UnitListVisitor != null) list.Accept(UnitListVisitor); }