/// <summary> /// Marks a debris item to be swept if it matches the filters. /// </summary> /// <param name="content">The item to sweep.</param> /// <param name="priority">The priority to set the sweep errand.</param> private void MarkForClear(GameObject content, PrioritySetting priority) { var cc = content.GetComponent <Clearable>(); if (cc != null && cc.isClearable && cachedTypes.Contains(content.PrefabID())) { // Parameter is whether to force, not remove sweep errand! cc.MarkForClear(false); var pr = content.GetComponent <Prioritizable>(); if (pr != null) { pr.SetMasterPriority(priority); } } }
/// <summary> /// Marks a debris item to be swept if it matches the filters. /// </summary> /// <param name="content">The item to sweep.</param> /// <param name="priority">The priority to set the sweep errand.</param> private void MarkForClear(GameObject content, PrioritySetting priority) { var cc = content.GetComponent <Clearable>(); if (cc != null && cc.isClearable && (cachedAll || cachedTypes.Contains(content. PrefabID()))) { // In beta branch a new optional parameter was added cc.MarkForClear(false); var pr = content.GetComponent <Prioritizable>(); if (pr != null) { pr.SetMasterPriority(priority); } } }