public override bool ResetInfo(eObjectState eChangeState) { m_ObjInfo.m_eObjState = eChangeState; SetObjInfo(m_ObjInfo); SetMobInfo(m_MobInfo); return(true); }
/// public ObjectInfo() { m_GDObjId = CObjGlobal.InvalidObjID; m_eObjType = eObjectType.CT_MAXNUM; m_eObjState = eObjectState.CS_READY; m_ModelTypeIndex = ""; m_objClassType = default(Type); }
public void Copy(ObjectInfo obj) { m_GDObjId = obj.m_GDObjId; m_eObjType = obj.m_eObjType; m_eObjState = obj.m_eObjState; m_ModelTypeIndex = obj.m_ModelTypeIndex; m_objClassType = obj.m_objClassType; spawnPos[0] = obj.spawnPos[0]; spawnPos[1] = obj.spawnPos[1]; spawnPos[2] = obj.spawnPos[2]; spawnAngle[0] = obj.spawnAngle[0]; spawnAngle[1] = obj.spawnAngle[1]; spawnAngle[2] = obj.spawnAngle[2]; SetObjName(obj.m_strGameName); }
/// <summary> /// Constructs a new empty GameObject /// </summary> public GameObject() { //Objects should NOT be saved back to the DB //as standard! We want our mobs/items etc. at //the same startingspots when we restart! m_saveInDB = false; m_name = ""; m_ObjectState = eObjectState.Inactive; m_boat_ownerid = ""; }
public virtual bool ResetInfo(eObjectState eChangeState) { m_ObjInfo.m_eObjState = eChangeState; SetObjInfo(m_ObjInfo); return(true); }
void property_ValueChanged(object sender, EventArgs e) { if ((State & eObjectState.PropertyModified) > 0) return; State &= eObjectState.PropertyModified; if (PropertiesChanged != null) PropertiesChanged(this, EventArgs.Empty); }
/// <summary> /// Init properties and set object state to Old /// </summary> /// <param name="properties"></param> internal void Init(DomainPropertyCollection properties) { // Save object properties Properties = properties; AssignPropertyEvents(); // Set object state to Old State |= eObjectState.Old; }
/// <summary> /// Delete object /// </summary> public void Delete() { // Set object state to Deleted State &= eObjectState.Deleted; }