public SpriteBankRoomGroup(EStageID stage, int patternAddressStart, int[] roomNums, int[] spriteBankRowsRestriction, byte[] patternTableAddressesRestriction /*, params EnemyInstance[] enemyInstances*/) : this(stage, patternAddressStart, roomNums) { SpriteBankRowsRestriction = new List <int>(spriteBankRowsRestriction); PatternTableAddressesRestriction = new List <byte>(patternTableAddressesRestriction); IsSpriteRestricted = true; }
public SpriteBankRoomGroup(EStageID stage, int patternAddressStart, int[] roomNums, int[] spriteBankRowsRestriction, byte[] patternTableAddressesRestriction/*, params EnemyInstance[] enemyInstances*/) : this(stage, patternAddressStart, roomNums) { SpriteBankRowsRestriction = new List<int>(spriteBankRowsRestriction); PatternTableAddressesRestriction = new List<byte>(patternTableAddressesRestriction); IsSpriteRestricted = true; }
public SpriteBankRoomGroup(EStageID stage, int patternAddressStart, int[] roomNums) { this.Stage = stage; this.PatternAddressStart = patternAddressStart; Rooms = new List <Room>(); for (int i = 0; i < roomNums.Length; i++) { Rooms.Add(new Room(roomNums[i])); } //EnemyInstances = new List<EnemyInstance>(); NewEnemyTypes = new List <EnemyType>(); IsSpriteRestricted = false; }
public SpriteBankRoomGroup(EStageID stage, int patternAddressStart, int[] roomNums) { this.Stage = stage; this.PatternAddressStart = patternAddressStart; Rooms = new List<Room>(); for (int i = 0; i < roomNums.Length; i++) { Rooms.Add(new Room(roomNums[i])); } //EnemyInstances = new List<EnemyInstance>(); NewEnemyTypes = new List<EnemyType>(); IsSpriteRestricted = false; }