bool AddUniverseObject(int x, int y, UniverseObject universeObject, bool canReSetPrevObject) { if (universeMatrix[x][y] == null) { SetMatrixElement(x, y, universeObject); universeObject.SetUniverse(this); return(true); } else if (canReSetPrevObject || universeMatrix[x][y].isDisposed()) { universeMatrix[x][y].Dispose(); SetMatrixElement(x, y, universeObject); universeObject.SetUniverse(this); return(true); } return(false); }
bool AddUniverseObject(int x, int y, UniverseObject universeObject, bool canReSetPrevObject) { if (!ValidateCords(x, y)) { return(false); } if (GetMatrixElement(x, y) == null) { SetMatrixElement(x, y, universeObject); universeObject.SetUniverse(this); return(true); } if (canReSetPrevObject || GetMatrixElement(x, y).isDisposed()) { GetMatrixElement(x, y).Dispose(); SetMatrixElement(x, y, universeObject); universeObject.SetUniverse(this); return(true); } return(false); }