/// <summary> /// Create a buy point view with an existing scene object. /// </summary> /// <param name="so">An existing scene object that will represent this view in-world</param> /// <param name="bp"></param> /// <returns></returns> public BuyPointView CreateBuyPointView(SceneObjectGroup so, BuyPoint bp) { BuyPointView bpv = new BuyPointView(m_controller, so.Scene, this, bp); bpv.Initialize(so); m_controller.Dispatcher.RegisterBuyPointView(bpv); return(bpv); }
/// <summary> /// Create a buy point view and an accompanying in-world object. /// </summary> /// <param name="scene"></param> /// <param name="rezPoint"></param> /// <returns></returns> public BuyPointView CreateBuyPointView(Scene scene, Vector3 rezPoint) { BuyPointView bpv = new BuyPointView(m_controller, scene, this, null); bpv.Initialize(rezPoint); // TODO: Add code to register ex-nihilio buy points on the fly, if necessary. return(bpv); }
/// <summary> /// Create a buy point view with an existing scene object. /// </summary> /// <param name="so">An existing scene object that will represent this view in-world</param> /// <param name="bp"></param> /// <returns></returns> public BuyPointView CreateBuyPointView(SceneObjectGroup so, BuyPoint bp) { BuyPointView bpv = new BuyPointView(m_controller, so.Scene, this, bp); bpv.Initialize(so); m_controller.Dispatcher.RegisterBuyPointView(bpv); return bpv; }
/// <summary> /// Create a buy point view and an accompanying in-world object. /// </summary> /// <param name="scene"></param> /// <param name="rezPoint"></param> /// <returns></returns> public BuyPointView CreateBuyPointView(Scene scene, Vector3 rezPoint) { BuyPointView bpv = new BuyPointView(m_controller, scene, this, null); bpv.Initialize(rezPoint); // TODO: Add code to register ex-nihilio buy points on the fly, if necessary. return bpv; }