internal void Build(CQuadrantBuildArgs a) { var aSpriteBuildArgs = new CSpriteBuildArgs(a); this.Build(aSpriteBuildArgs); this.BuildIsDone = true; }
internal override void Build(CQuadrantBuildArgs a) { base.Build(a); var aRandomGenerator = a.RandomGenerator; this.QuadrantContent = aRandomGenerator.NextItem(this.QuadrantContents); this.QuadrantContent.Build(a); this.CubeQuadrant.Build(a); }
internal override void Build(CQuadrantBuildArgs aQuadrantBuildArgs) { var aWorld = this.World; var aRandomGenerator = aQuadrantBuildArgs.RandomGenerator; var aAsteroidCount = aRandomGenerator.NextInteger(aWorld.TileAsteroidCountMin, aWorld.TileAsteroidCountMax); var aAsteroids = new CBumperSprite[aAsteroidCount]; this.Asteroids.DeallocateItems(); for (var aIdx = 0; aIdx < aAsteroidCount; ++aIdx) { var aAsteroid = this.SolarSystemSpriteManager.AllocateAsteroidNullable(); if (aAsteroid is object) { aAsteroid.Build(aQuadrantBuildArgs); } aAsteroids[aIdx] = aAsteroid; } this.Asteroids = aAsteroids; }
internal override void Build(CQuadrantBuildArgs a) { this.GridLinesSprite.Build(a); }
internal CSpriteBuildArgs(CQuadrantBuildArgs aQuadrantBuildArgs) { this.QuadrantBuildArgs = aQuadrantBuildArgs; }
internal override void Build(CQuadrantBuildArgs a) { this.ResetLAstSpritePersistentData(); this.TileCubePos = a.TileCubePos; }
internal abstract void Build(CQuadrantBuildArgs aQuadrantBuildArgs);
internal override void Build(CQuadrantBuildArgs a) { this.Sun = this.SolarSystemSpriteManager.AllocateSun(); this.Sun.Build(a); }