Example #1
0
        private void LoadItems()
        {
            if (pageState == RuinsPageState.LoadedHeader)
            {
                pageState = RuinsPageState.LoadingBlueprints;

                SnapshotManager manager = new SnapshotManager();
                manager.Progress = delegate(int progress, int total) {
                    blueprintsLoadedCount = progress;
                    blueprintsToLoadCount = total;
                };

                manager.Completion = delegate(bool success) {
                    Debug.Log(Debug.POI, "Completed loading, creating sites.");
                    pageState = RuinsPageState.ProcessingBlueprints;
                    new Thread(() => {
                        CreateSites();
                        pageState = RuinsPageState.Completed;
                    }).Start();
                };

                Debug.Log(Debug.POI, "Loading blueprints one by one...");

                manager.AggressiveLoadSnaphotsFromList(blueprintIds, gamePath: SnapshotStoreManager.CurrentGamePath(), loadIfExists: false);
            }
        }
Example #2
0
 private void CreateSites()
 {
     foreach (PlanetTileInfo t in mapTiles)
     {
         blueprintsProcessedCount++;
         if (biomeStrict)
         {
             if (t.originX == 0 && t.originZ == 0 || t.biomeName == null)
             {
                 continue;
             }
         }
         try {
             if (RealRuinsPOIFactory.CreatePOI(t, SnapshotStoreManager.CurrentGamePath(), biomeStrict, costStrict, areaStrict))
             {
                 blueprintsUsed++;
             }
         } catch {
             //just skip blueprint
         }
     }
 }