//Definition of default biomes
 private void ClearAllinternalCollections()
 {
     Biomes.Clear();
     BasicPlain.Clear();
     BasicMidland.Clear();
     BasicMontain.Clear();
     BasicOcean.Clear();
     Ground.Clear();
     Ocean.Clear();
     World.Clear();
 }
Example #2
0
    public void EditorLoadSettings()
    {
        if (!Manager.IsAwake <Mods>())
        {
            Manager.WakeUp <Mods>("__MODS");
        }
        Mods.Get.EditorCurrentWorldName = EditorCurrentWorldName;
        Mods.Get.Editor.InitializeEditor();

        WorldFlags.Clear();
        WorldStartupPositions.Clear();
        Biomes.Clear();
        Regions.Clear();
        AudioProfiles.Clear();

        string errorMessage = string.Empty;

        GameData.IO.LoadWorld(ref Settings, EditorCurrentWorldName, out errorMessage);
        GameData.IO.SetWorldName(Settings.Name);
        if (SaveFlags)
        {
            Mods.Get.Editor.LoadAvailableMods <FlagSet>(WorldFlags, "FlagSet");
        }
        if (SaveBiomes)
        {
            Mods.Get.Editor.LoadAvailableMods <Biome>(Biomes, "Biome");
        }
        if (SaveRegions)
        {
            Mods.Get.Editor.LoadAvailableMods <Region>(Regions, "Region");
        }
        if (SaveAudio)
        {
            Mods.Get.Editor.LoadAvailableMods <AudioProfile>(AudioProfiles, "AudioProfile");
        }
        if (SaveStartupPositions)
        {
            Mods.Get.Editor.LoadAvailableMods <PlayerStartupPosition>(WorldStartupPositions, "PlayerStartupPosition");
        }

        UnityEditor.EditorUtility.SetDirty(gameObject);
        UnityEditor.EditorUtility.SetDirty(this);
    }