public override void process(Actor obj) { if(obj.getType()==ThingType.OBJECT_CHARACTER) { GameState.enqueueWarp((Character)(obj), mMap, mX, mY); } }
public void insert(Actor obj) { ThingType type=obj.getType(); if(type==ThingType.OBJECT_CHARACTER) { if(nbCharacters!=nbMovingObjects) { if(nbMovingObjects!=objects.Count) { objects.Add(objects[nbMovingObjects]); objects[nbMovingObjects]=objects[nbCharacters]; } else { objects.Add(objects[nbCharacters]); } objects[nbCharacters]=obj; ++nbCharacters; ++nbMovingObjects; //break; } ++nbCharacters; } if(type==ThingType.OBJECT_CHARACTER||type==ThingType.OBJECT_MONSTER||type==ThingType.OBJECT_NPC) { if(nbMovingObjects!=objects.Count) { objects.Add(objects[nbMovingObjects]); objects[nbMovingObjects]=obj; ++nbMovingObjects; //break; } ++nbMovingObjects; } objects.Add(obj); // //Original ohne code // switch(type) // { // case ThingType.OBJECT_CHARACTER: // { // // } // no break! // case ThingType.OBJECT_MONSTER: // case ThingType.OBJECT_NPC: // { // // } // no break! // default: // { // } // } }