public MakeMapSDK(string directory) { #region initialize props ColorArea = new ColorAreas(); ColorMountains = new MountainsAreas(); Items = new ItemsAll(); ItemsCoasts = new CoastsAll(); Smooths = new SmoothsAll(); TextureArea = new TextureArea(); SmoothTextures = new SmoothTextures(); Cliffs = new Cliffs(); #endregion #region initialize Factories Factories = new List <Factory>(); FactoryColor = new FactoryColorArea(Path.Combine(directory, "color_area.txt")); Factories.Add(FactoryColor); FactoryCoast = new FactoryCoast(Path.Combine(directory, "color_coast.txt")); Factories.Add(FactoryCoast); FactoryMountains = new FactoryMountains(Path.Combine(directory, "color_mntn.txt")); Factories.Add(FactoryMountains); FactoryItems = new FactoryItems(Path.Combine(directory, "items.txt")); Factories.Add(FactoryItems); FactoryItemCoasts = new FactoryItemCoasts(Path.Combine(directory, "ite_tex_coast.txt")); Factories.Add(FactoryItemCoasts); FactorySmoothItems = new FactorySmoothItems(Path.Combine(directory, "items_smooth.txt")); Factories.Add(FactorySmoothItems); FactoryTextureArea = new FactoryTextureArea(Path.Combine(directory, "texture_area.txt")); Factories.Add(FactoryTextureArea); FactoryTextureSmooth = new FactoryTextureSmooth(Path.Combine(directory, "texture_smooth.txt")); Factories.Add(FactoryTextureSmooth); FactoryCliff = new FactoryCliff(Path.Combine(directory, "texture_cliff.txt")); Factories.Add(FactoryCliff); #endregion }
public MakeMapSDK() { #region initialize props ColorArea = new ColorAreas(); ColorMountains = new MountainsAreas(); ColorCoast = new ColorAreas(); Items = new ItemsAll(); ItemsCoasts = new CoastsAll(); Smooths = new SmoothsAll(); TextureArea = new TextureArea(); SmoothTextures = new SmoothTextures(); Cliffs = new Cliffs(); #endregion }
public MakeMapSDK(string directory) { #region initialize props ColorArea = new ColorAreas(); ColorMountains = new MountainsAreas(); Items = new ItemsAll(); ItemsCoasts = new CoastsAll(); Smooths = new SmoothsAll(); TextureArea = new TextureArea(); SmoothTextures = new SmoothTextures(); Cliffs = new Cliffs(); #endregion InitializeFactories(directory); }
public void Read(BinaryReaderExt r, int VersionMinor) { base.Read(r); Flag1 = r.ReadBoolean(); Rigged = r.ReadBoolean(); Flag3 = r.ReadBoolean(); PassThrough = r.ReadBoolean(); r.ReadByte(); int vertCount = r.ReadInt32(); for (int i = 0; i < vertCount; i++) { r.ReadByte(); Vertices.Add(new LVDVector2(r.ReadSingle(), r.ReadSingle())); } r.ReadByte(); int normalCount = r.ReadInt32(); for (int i = 0; i < normalCount; i++) { r.ReadByte(); Normals.Add(new LVDVector2(r.ReadSingle(), r.ReadSingle())); } r.ReadByte(); int cliffCount = r.ReadInt32(); for (int i = 0; i < cliffCount; i++) { var cliff = new LVDCollisionCliff(); cliff.Read(r); Cliffs.Add(cliff); } r.ReadByte(); int materialCount = r.ReadInt32(); for (int i = 0; i < materialCount; i++) { var material = new LVDCollisionMaterial(); material.Read(r); Materials.Add(material); } // Ultimate Only? if (VersionMinor > 10) { r.ReadByte(); var vecCount = r.ReadInt32(); for (int i = 0; i < vecCount; i++) { var vec = new LVDCollisionCurve(); vec.Read(r); Curves.Add(vec); } } }
public FactoryCliff(string location) : base(location) { Cliffs = new Cliffs(); }