Ejemplo n.º 1
0
 public void CopyRoomObjects(RoomObj room)
 {
     foreach (var current in room.TerrainObjList)
     {
         TerrainObjList.Add(current.Clone() as TerrainObj);
     }
     foreach (var current2 in room.GameObjList)
     {
         GameObjList.Add(current2.Clone() as GameObj);
     }
     foreach (var current3 in room.DoorList)
     {
         var doorObj = current3.Clone() as DoorObj;
         doorObj.Room = this;
         DoorList.Add(doorObj);
     }
     foreach (var current4 in room.EnemyList)
     {
         EnemyList.Add(current4.Clone() as EnemyObj);
     }
     foreach (var current5 in room.BorderList)
     {
         BorderList.Add(current5.Clone() as BorderObj);
     }
 }
Ejemplo n.º 2
0
 public override void Dispose()
 {
     if (!IsDisposed)
     {
         foreach (var current in DoorList)
         {
             current.Dispose();
         }
         DoorList.Clear();
         DoorList = null;
         foreach (var current2 in TerrainObjList)
         {
             current2.Dispose();
         }
         TerrainObjList.Clear();
         TerrainObjList = null;
         foreach (var current3 in GameObjList)
         {
             current3.Dispose();
         }
         GameObjList.Clear();
         GameObjList = null;
         foreach (var current4 in EnemyList)
         {
             current4.Dispose();
         }
         EnemyList.Clear();
         EnemyList = null;
         foreach (var current5 in BorderList)
         {
             current5.Dispose();
         }
         BorderList.Clear();
         BorderList = null;
         BGRender   = null;
         LinkedRoom = null;
         foreach (var current6 in TempEnemyList)
         {
             current6.Dispose();
         }
         TempEnemyList.Clear();
         TempEnemyList = null;
         Player        = null;
         m_fairyChestText.Dispose();
         m_fairyChestText = null;
         m_pauseBG.Dispose();
         m_pauseBG = null;
         m_indexText.Dispose();
         m_indexText = null;
         m_roomInfoText.Dispose();
         m_roomInfoText = null;
         base.Dispose();
     }
 }
Ejemplo n.º 3
0
        public override void Initialize()
        {
            TerrainObj terrainObj  = null;
            TerrainObj terrainObj2 = null;
            TerrainObj terrainObj3 = null;
            TerrainObj terrainObj4 = null;

            foreach (var current in TerrainObjList)
            {
                if (current.Name == "BlacksmithBlock")
                {
                    terrainObj = current;
                }
                if (current.Name == "EnchantressBlock")
                {
                    terrainObj2 = current;
                }
                if (current.Name == "ArchitectBlock")
                {
                    terrainObj3 = current;
                }
                if (current.Name == "SignBlock")
                {
                    terrainObj4 = current;
                }
            }
            if (terrainObj != null)
            {
                TerrainObjList.Remove(terrainObj);
            }
            if (terrainObj2 != null)
            {
                TerrainObjList.Remove(terrainObj2);
            }
            if (terrainObj3 != null)
            {
                TerrainObjList.Remove(terrainObj3);
            }
            if (terrainObj4 != null)
            {
                TerrainObjList.Remove(terrainObj4);
            }
            if (m_tree1 == null)
            {
                foreach (var current2 in GameObjList)
                {
                    if (current2.Name == "Mountains 1")
                    {
                        m_mountain1 = (current2 as SpriteObj);
                    }
                    else if (current2.Name == "Mountains 2")
                    {
                        m_mountain2 = (current2 as SpriteObj);
                    }
                    else if (current2.Name == "Sign")
                    {
                        current2.Visible = false;
                    }
                    if (current2.Name == "Tree1")
                    {
                        m_tree1 = current2;
                    }
                    else if (current2.Name == "Tree2")
                    {
                        m_tree2 = current2;
                    }
                    else if (current2.Name == "Tree3")
                    {
                        m_tree3 = current2;
                    }
                    else if (current2.Name == "Fern1")
                    {
                        m_fern1 = current2;
                    }
                    else if (current2.Name == "Fern2")
                    {
                        m_fern2 = current2;
                    }
                    else if (current2.Name == "Fern3")
                    {
                        m_fern3 = current2;
                    }
                }
            }
            EnemyList.Clear();
            base.Initialize();
        }