public TSVeinsRenderer(Actor self, TSVeinsRendererInfo info) { this.info = info; world = self.World; resourceLayer = self.Trait <IResourceLayer>(); resourceLayer.CellChanged += AddDirtyCell; maxDensity = resourceLayer.GetMaxDensity(info.ResourceType); renderIndices = new CellLayer <int[]>(world.Map); borders = new CellLayer <Adjacency>(world.Map); }
public void Do() { foreach (var resourceCell in cellResources) { resourceLayer.ClearResources(resourceCell.Cell); resourceLayer.AddResource(resourceCell.NewResourceType, resourceCell.Cell, resourceLayer.GetMaxDensity(resourceCell.NewResourceType)); } }