/// <summary> /// Queues the specified process to be executed right after this one. /// </summary> /// <param name="next">Process to start after this one has finished.</param> /// <returns> /// <paramref name="next" /> /// </returns> public GameProcess Then(GameProcess next) { if (next == null) { return null; } this.Next = next; next.Prev = this; return next; }
/// <summary> /// Queues the specified process to be executed right after this one. /// </summary> /// <param name="next">Process to start after this one has finished.</param> /// <returns> /// <paramref name="next" /> /// </returns> public GameProcess Then(GameProcess next) { if (next == null) { return(null); } this.Next = next; next.Prev = this; return(next); }
/// <summary> /// Adds a new process to be updated in each tick. /// </summary> /// <param name="process">Process to add.</param> public void AddProcess(GameProcess process) { process.InitProcess(this.entityManager, this.eventManager); this.activeProcesses.Add(process); process.Active = true; }
/// <summary> /// Adds a new process to be updated in each tick. /// </summary> /// <param name="process">Process to add.</param> public void AddProcess(GameProcess process) { process.InitProcess(); this.activeProcesses.Add(process); process.Active = true; }