public void UpdateDictionaries() { EnumDictionaryUtil.PopulateEnumDictionary <EventPathPerEvent, EventType, string>(events); EnumDictionaryUtil.PopulateEnumDictionary <BusPathPerBus, BusType, string>(buses); EnumDictionaryUtil.PopulateEnumDictionary <EventsPerEmitter, EmitterType, EventType>(emitterEvents); }
public void PopulateDictionaries() { EnumDictionaryUtil .PopulateEnumDictionary <FoundationDataPerFoundationType, FoundationType, FoundationTypeData>(foundationData); EnumDictionaryUtil .PopulateEnumDictionary <BuildingTierDataPerBuildingType, BuildingType, List <BuildingTierData> >(buildingTierData); EnumDictionaryUtil .PopulateEnumDictionary <SoilDataPerSoilType, SoilType, SoilTypeData>(soilData); }
/// <summary> /// Will add a KeyValuePair{TileType, List{GameObject}} for every tileType (called by the editor script) /// </summary> public void PopulateDictionaries() { // The variable can be replaced by SerializedEnumDictionary<TileType, List<GameObject>> EnumDictionaryUtil.PopulateEnumDictionary <PrefabsPerTileType, TileType, List <GameObject> >(prefabsPerTileTypes); }
/// <summary> /// Automatically fills the dictionary with an entry for every enum value /// </summary> private void Populate() { EnumDictionaryUtil.PopulateEnumDictionary <SerializableKeyValuePair <TKey, TValue>, TKey, TValue>(serializedDictionary); }
private void PopulateList() { EnumDictionaryUtil.PopulateEnumDictionary <EventDataPerEventType, WeatherEventType, WeatherEventData>( eventDataPerEventType); }
public void PopulateDictionaries() { EnumDictionaryUtil.PopulateEnumDictionary <BuildingTierMeshPerBuildingType, BuildingType, List <TierMeshData> >( buildingTierMeshPerBuildingTypes); }
public void PopulateDictionary() { EnumDictionaryUtil.PopulateEnumDictionary <DebrisPerBuilding, BuildingType, List <GameObject> >(debrisPerBuilding); }