Ejemplo n.º 1
0
        public Blueprint(int width, int height)
        {
            this.Width  = width;
            this.Height = height;

            var numTiles = width * height;

            this.WallComp      = new WallComponent();
            WallComp.blueprint = this;
            this.RoofComp      = new RoofComponent(this);
            this.FloorGeom     = new _3DFloorGeometry(this);
            if (WorldConfig.Current.Shadow3D || FSOEnvironment.Enable3D)
            {
                this.WCRC      = new WallComponentRC();
                WCRC.blueprint = this;
            }

            RoomColors   = new Color[65536];
            this.WallsAt = new List <int> [Stories];
            this.Walls   = new WallTile[Stories][];
            this.RoomMap = new uint[Stories][];

            this.Floors = new FloorTile[Stories][];

            for (int i = 0; i < Stories; i++)
            {
                this.WallsAt[i] = new List <int>();
                this.Walls[i]   = new WallTile[numTiles];

                this.Floors[i] = new FloorTile[numTiles];
            }
            this.Cutaway = new bool[numTiles];
            this.Weather = new WeatherController(this);
        }
Ejemplo n.º 2
0
        public Blueprint(int width, int height)
        {
            this.Width  = width;
            this.Height = height;

            var numTiles = width * height;

            this.WallComp       = new WallComponent();
            WallComp.blueprint  = this;
            this.FloorComp      = new FloorComponent();
            FloorComp.blueprint = this;
            this.RoofComp       = new RoofComponent(this);
            RoomColors          = new Color[65536];
            this.WallsAt        = new List <int> [Stories];
            this.Walls          = new WallTile[Stories][];
            this.RoomMap        = new uint[Stories][];

            this.Floors = new FloorTile[Stories][];

            for (int i = 0; i < Stories; i++)
            {
                this.WallsAt[i] = new List <int>();
                this.Walls[i]   = new WallTile[numTiles];

                this.Floors[i] = new FloorTile[numTiles];
            }
            this.Cutaway = new bool[numTiles];
        }