Example #1
0
 public void ConstructComponents()
 {
     worldObjects         = new WorldObjectsHolder();
     factionManager       = new FactionManager();
     worldPawns           = new WorldPawns();
     gameConditionManager = new GameConditionManager(this);
     storyState           = new StoryState(this);
     renderer             = new WorldRenderer();
     UI                 = new WorldInterface();
     debugDrawer        = new WorldDebugDrawer();
     dynamicDrawManager = new WorldDynamicDrawManager();
     pathFinder         = new WorldPathFinder();
     pathPool           = new WorldPathPool();
     reachability       = new WorldReachability();
     floodFiller        = new WorldFloodFiller();
     ticksAbsCache      = new ConfiguredTicksAbsAtGameStartCache();
     components.Clear();
     FillComponents();
 }
Example #2
0
 public void ConstructComponents()
 {
     this.worldObjects         = new WorldObjectsHolder();
     this.factionManager       = new FactionManager();
     this.uniqueIDsManager     = new UniqueIDsManager();
     this.worldPawns           = new WorldPawns();
     this.settings             = new WorldSettings();
     this.gameConditionManager = new GameConditionManager(null);
     this.storyState           = new StoryState(this);
     this.renderer             = new WorldRenderer();
     this.UI                 = new WorldInterface();
     this.debugDrawer        = new WorldDebugDrawer();
     this.dynamicDrawManager = new WorldDynamicDrawManager();
     this.pathFinder         = new WorldPathFinder();
     this.pathPool           = new WorldPathPool();
     this.reachability       = new WorldReachability();
     this.floodFiller        = new WorldFloodFiller();
     this.ticksAbsCache      = new ConfiguredTicksAbsAtGameStartCache();
     this.components.Clear();
     this.FillComponents();
 }