Beispiel #1
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        public void UpdateDictionaries()
        {
            EnumDictionaryUtil.PopulateEnumDictionary <EventPathPerEvent, EventType, string>(events);

            EnumDictionaryUtil.PopulateEnumDictionary <BusPathPerBus, BusType, string>(buses);

            EnumDictionaryUtil.PopulateEnumDictionary <EventsPerEmitter, EmitterType, EventType>(emitterEvents);
        }
        public void PopulateDictionaries()
        {
            EnumDictionaryUtil
            .PopulateEnumDictionary <FoundationDataPerFoundationType, FoundationType, FoundationTypeData>(foundationData);

            EnumDictionaryUtil
            .PopulateEnumDictionary <BuildingTierDataPerBuildingType, BuildingType, List <BuildingTierData> >(buildingTierData);

            EnumDictionaryUtil
            .PopulateEnumDictionary <SoilDataPerSoilType, SoilType, SoilTypeData>(soilData);
        }
Beispiel #3
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 /// <summary>
 /// Will add a KeyValuePair{TileType, List{GameObject}} for every tileType (called by the editor script)
 /// </summary>
 public void PopulateDictionaries()
 {
     // The variable can be replaced by SerializedEnumDictionary<TileType, List<GameObject>>
     EnumDictionaryUtil.PopulateEnumDictionary <PrefabsPerTileType, TileType, List <GameObject> >(prefabsPerTileTypes);
 }
Beispiel #4
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 /// <summary>
 /// Automatically fills the dictionary with an entry for every enum value
 /// </summary>
 private void Populate()
 {
     EnumDictionaryUtil.PopulateEnumDictionary <SerializableKeyValuePair <TKey, TValue>, TKey, TValue>(serializedDictionary);
 }
 private void PopulateList()
 {
     EnumDictionaryUtil.PopulateEnumDictionary <EventDataPerEventType, WeatherEventType, WeatherEventData>(
         eventDataPerEventType);
 }
 public void PopulateDictionaries()
 {
     EnumDictionaryUtil.PopulateEnumDictionary <BuildingTierMeshPerBuildingType, BuildingType, List <TierMeshData> >(
         buildingTierMeshPerBuildingTypes);
 }
 public void PopulateDictionary()
 {
     EnumDictionaryUtil.PopulateEnumDictionary <DebrisPerBuilding, BuildingType, List <GameObject> >(debrisPerBuilding);
 }