/// <summary> /// Removes the given event game process from the process list so it no /// longer gets called when RunProcesses is called. /// </summary> /// <param name="process">Process to dettach.</param> public static void DettachProcess(Process process) { _processList.Remove(process); process.Dettached(); process.Active = false; // Sort list based on priority. (Ech, slow). _processList.Sort(); }
/// <summary> /// Stops this process executing until the given process completed with the correct result. /// </summary> /// <param name="process">Process to wait for.</param> /// <param name="result">Result to wait for.</param> public virtual void WaitForProcess(Process process, ProcessResult result) { _waitingForProcess = true; _waitForProcess = process; _waitForResult = result; }
/// <summary> /// Attachs a given game process to the process list so it will be /// called when RunProcesses is called. /// </summary> /// <param name="process">Process to attach.</param> public static void AttachProcess(Process process) { if (_processList.Contains(process)) return; _processList.Add(process); process.Attached(); process.Active = true; // Sort list based on priority. (Ech, slow). _processList.Sort(); }
/// <summary> /// Cancels a process wait caused by called WaitForProcess. /// </summary> public virtual void CancelProcessWait() { _waitingForProcess = false; _waitForResult = 0; _waitForProcess = null; }