Initialize() public method

public Initialize ( ) : bool
return bool
Beispiel #1
0
        // between LoadMap and LoadTheater, the VFS should be initialized
        public bool LoadTheater()
        {
            Drawable.TileWidth  = (ushort)TileWidth;
            Drawable.TileHeight = (ushort)TileHeight;

            _theater = new Theater(TheaterType, Engine, _rules, _art);
            if (!_theater.Initialize())
            {
                return(false);
            }

            // needs to be done before drawables are set
            Operations.RecalculateOreSpread(_overlayObjects, Engine);

            RemoveUnknownObjects();
            SetDrawables();

            LoadColors();
            if (Engine >= EngineType.RedAlert2)
            {
                LoadCountries();
            }
            LoadHouses();

            Operations.FixTiles(_tiles, _theater.GetTileCollection());
            if (Engine <= EngineType.Firestorm)
            {
                Operations.RecalculateVeinsSpread(_overlayObjects, _tiles);
            }

            CreateLevelPalettes();
            LoadPalettes();
            ApplyRemappables();
            if (!IgnoreLighting)
            {
                LoadLightSources();
                ApplyLightSources();
            }

            SetBaseTiles();             // requires .AnimationDrawable set on objects

            // first preparing all palettes as above, and only now recalculating them
            // could save a large amount of work in total
            RecalculatePalettes();

            return(true);
        }
Beispiel #2
0
		// between LoadMap and LoadTheater, the VFS should be initialized
		public bool LoadTheater() {
			Drawable.TileWidth = (ushort)TileWidth;
			Drawable.TileHeight = (ushort)TileHeight;

			_theater = new Theater(TheaterType, Engine, _rules, _art);
			if (!_theater.Initialize())
				return false;

			// needs to be done before drawables are set
			if (!ModConfig.ActiveConfig.DisableOreRandomization)
				Operations.RecalculateOreSpread(_overlayObjects, Engine);

			RemoveUnknownObjects();
			SetDrawables();

			LoadColors();
			if (Engine >= EngineType.RedAlert2)
				LoadCountries();
			LoadHouses();

			Operations.FixTiles(_tiles, _theater.GetTileCollection());
			if (Engine <= EngineType.Firestorm)
				Operations.RecalculateVeinsSpread(_overlayObjects, _tiles);

			CreateLevelPalettes();
			LoadPalettes();
			ApplyRemappables();
			if (!IgnoreLighting) {
				LoadLightSources();
				ApplyLightSources();
			}

			SetBaseTiles(); // requires .AnimationDrawable set on objects

			// first preparing all palettes as above, and only now recalculating them 
			// could save a large amount of work in total
			RecalculatePalettes();

			return true;
		}