internal WorldRenderer(World world) { this.world = world; this.palette = Game.modData.Palette; foreach (var pal in world.traitDict.ActorsWithTraitMultiple <IPalette>(world)) { pal.Trait.InitPalette(this); } terrainRenderer = new TerrainRenderer(world, this); shroudRenderer = new ShroudRenderer(world); }
internal WorldRenderer(World world) { this.world = world; palette = new HardwarePalette(); palettes = new Cache <string, PaletteReference>(CreatePaletteReference); foreach (var pal in world.traitDict.ActorsWithTraitMultiple <IPalette>(world)) { pal.Trait.InitPalette(this); } palette.Initialize(); terrainRenderer = new TerrainRenderer(world, this); shroudRenderer = new ShroudRenderer(world); }
internal WorldRenderer(World world) { this.world = world; palette = new HardwarePalette(); palettes = new Cache<string, PaletteReference>(CreatePaletteReference); foreach (var pal in world.traitDict.ActorsWithTraitMultiple<IPalette>(world)) pal.Trait.InitPalette(this); palette.Initialize(); Theater = new Theater(world.TileSet); terrainRenderer = new TerrainRenderer(world, this); shroudRenderer = new ShroudRenderer(world); devTrait = Lazy.New(() => world.LocalPlayer != null ? world.LocalPlayer.PlayerActor.Trait<DeveloperMode>() : null); }
internal WorldRenderer(World world) { this.world = world; palette = new HardwarePalette(); palettes = new Cache <string, PaletteReference>(CreatePaletteReference); foreach (var pal in world.traitDict.ActorsWithTraitMultiple <IPalette>(world)) { pal.Trait.InitPalette(this); } palette.Initialize(); Theater = new Theater(world.TileSet); terrainRenderer = new TerrainRenderer(world, this); shroudRenderer = new ShroudRenderer(world); devTrait = Lazy.New(() => world.LocalPlayer != null ? world.LocalPlayer.PlayerActor.Trait <DeveloperMode>() : null); }