public void Remove(GameConfigElement spr) { if (BaseIndexOf(spr) >= 0) { BaseRemove(spr.SpriteID); } }
public NonBlockSpritesCollection() { // Add one level to the collection. This is // not necessary; could leave the collection // empty until items are added to it outside // the constructor. GameConfigElement levSprite = (GameConfigElement)CreateNewElement(); Add(levSprite); }
public void Add(GameConfigElement spr) { BaseAdd(spr); // Add custom code here. }
public int IndexOf(GameConfigElement spr) { return(BaseIndexOf(spr)); }