protected override bool Run() { GameObject objectToDry = base.GetSelectedObject() as GameObject; PuddleManager.RemoveFlowingPuddle(objectToDry); ChaosModPainting.FloodedObjects.Remove(objectToDry); return(true); }
protected override bool Run() { base.StandardEntry(); if (ChaosModPainting.FloodedObjects.Count <= 0) { SimpleMessageDialog.Show("Error", "No flooded objects on lot"); } else { foreach (GameObject obj2 in ChaosModPainting.FloodedObjects) { PuddleManager.RemoveFlowingPuddle(obj2); ChaosModPainting.FloodedObjects.Remove(obj2); } } base.StandardExit(); return(true); }