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(); }
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(); }