Example #1
0
    public UrbTileData GetTileData()
    {
        UrbTileData output = new UrbTileData();

        if (Links.Length > 0)
        {
            List <UrbTileLinkData> WorkingList = new List <UrbTileLinkData>();
            foreach (var link in Links)
            {
                if (link == null)
                {
                    continue;
                }

                UrbTileLinkData TempLink = new UrbTileLinkData();
                TempLink.MapID = UrbSystemIO.GetMapID(link.OwningMap);
                TempLink.X     = link.XAddress;
                TempLink.Y     = link.YAddress;
                WorkingList.Add(TempLink);
            }
            output.Links = WorkingList.ToArray();
        }
        else
        {
            output.Links = new UrbTileLinkData[0];
        }

        if (Contents.Count > 0)
        {
            output.Contents = new int[Contents.Count];
            output.Objects  = new UrbObjectData[Contents.Count];
            for (int c = 0; c < Contents.Count; c++)
            {
                output.Contents[c] = UrbSystemIO.GetAgentID(Contents[c]);
                output.Objects[c]  = UrbEncoder.Read(Contents[c].gameObject);
            }
        }
        else
        {
            output.Contents = new int[0];
        }

        output.Blocked = Blocked;

        output.Environment = Environment.GetEnvironmentData();

        return(output);
    }
Example #2
0
    public bool LoadTileFromData(UrbTileData input)
    {
        LinksDirty = true;
        if (input.Links.Length > 0)
        {
            Links = new UrbTile[input.Links.Length];

            for (int i = 0; i < Links.Length; i++)
            {
                UrbMap LinkedMap = UrbSystemIO.GetMapFromID(input.Links[i].MapID);
                if (LinkedMap != null)
                {
                    UrbTile LinkedTile = LinkedMap.GetTile(input.Links[i].X, input.Links[i].Y);
                    Links[i] = LinkedTile;
                }
            }
        }
        else
        {
            Links = new UrbTile[0];
        }

        ClearTile();

        if (input.Contents != null && input.Contents.Length > 0)
        {
            for (int c = 0; c < input.Contents.Length; c++)
            {
                UrbSystemIO.LoadAgentFromID(input.Contents[c], this, input.Objects[c]);
            }
        }

        Blocked = input.Blocked;
        Environment.LoadEnvironmentFromData(input.Environment);
        // This is broken somehow, fix it.

        /*TerrainTypes = new UrbPathTerrain[input.TerrainTypes.Length];
         *
         * for (int i = 0; i < TerrainTypes.Length; i++)
         * {
         *  TerrainTypes[i] = input.TerrainTypes[i];
         * }*/
        return(true);
    }