private void LoadSingleBlockPrefab(string name, BlockTypes type) { BlockDefinitions.Add(type, new BlockDefinition( name, type, Resources.Load(PrefabsFolderPath + name) as GameObject )); }
public void Initialize(string seed) { TimeCreated = Extensions.GetUnixTimestamp(); UUID = Guid.NewGuid().ToByteArray(); BlockDefinitions = new BlockDefinitions(); NPCs = new List <Entity>(); Seed.Seeds[0].Generate(this, CoreBlock.Grass, CoreBlock.Dirt); SeedName = seed; }
/// <summary> /// Generates a compatible block data array for network use /// </summary> public byte[] Serialize(bool customBlocks, bool blockDefinitions) { if (customBlocks && blockDefinitions) { return((byte[])Blocks.Clone()); } ByteBuffer buffer = new ByteBuffer(4 + Blocks.Length); buffer.WriteInt(Blocks.Length); for (int i = 0; i < Blocks.Length; i++) { buffer.WriteByte(BlockDefinitions.GetFallback(Blocks[i], customBlocks, blockDefinitions)); } return(buffer.Data); }