private void LoadMap() { //Clear everything. ListBackgroundsPath = new List <string>(); ListForegroundsPath = new List <string>(); FileStream FS = new FileStream("Content/Maps/Deathmatch Maps/" + BattleMapPath + ".pem", FileMode.Open, FileAccess.Read); BinaryReader BR = new BinaryReader(FS, Encoding.UTF8); BR.BaseStream.Seek(0, SeekOrigin.Begin); //Map parameters. MapName = Path.GetFileNameWithoutExtension(BattleMapPath); LoadProperties(BR); LoadSpawns(BR); ListMapScript = MapScript.LoadMapScripts(BR, DicMapEvent, DicMapCondition, DicMapTrigger, out ListMapEvent); LoadTilesets(BR); LoadMapGrid(BR); BR.Close(); FS.Close(); }
public void LoadMap(bool BackgroundOnly = false) { //Clear everything. ListTileSet = new List <Texture2D>(); FileStream FS = new FileStream("Content/Maps/Sorcerer Street/" + BattleMapPath + ".pem", FileMode.Open, FileAccess.Read); BinaryReader BR = new BinaryReader(FS, Encoding.UTF8); BR.BaseStream.Seek(0, SeekOrigin.Begin); //Map parameters. MapName = Path.GetFileNameWithoutExtension(BattleMapPath); LoadProperties(BR); LoadSpawns(BR); ListMapScript = MapScript.LoadMapScripts(BR, DicMapEvent, DicMapCondition, DicMapTrigger, out ListMapEvent); LoadTilesets(BR); LoadMapGrid(BR); BR.Close(); FS.Close(); TogglePreview(BackgroundOnly); }
private void LoadMap(bool BackgroundOnly = false) { ListTileSet = new List <Texture2D>(); FileStream FS = new FileStream("Content/Maps/World Maps/" + BattleMapPath + ".pem", FileMode.Open, FileAccess.Read); BinaryReader BR = new BinaryReader(FS, Encoding.UTF8); BR.BaseStream.Seek(0, SeekOrigin.Begin); //Map parameters. MapName = Path.GetFileNameWithoutExtension(BattleMapPath); LoadProperties(BR); ListMapScript = MapScript.LoadMapScripts(BR, DicMapEvent, DicMapCondition, DicMapTrigger, out ListMapEvent); LoadTilesets(BR); LoadMapGrid(BR); int MapZoneCount = BR.ReadInt32(); for (int Z = 0; Z < MapZoneCount; Z++) { MapZoneInfo ActiveZone = new MapZoneInfo(); ListZone.Add(ActiveZone); ActiveZone.Name = BR.ReadString(); ActiveZone.NumberOfUnitsRequired = BR.ReadInt32(); byte ColorRed = BR.ReadByte(); byte ColorGreen = BR.ReadByte(); byte ColorBlue = BR.ReadByte(); ActiveZone.Color = System.Drawing.Color.FromArgb(255, ColorRed, ColorGreen, ColorBlue); int ListZoneTileCount = BR.ReadInt32(); for (int T = 0; T < ListZoneTileCount; T++) { float PointX = BR.ReadSingle(); float PointY = BR.ReadSingle(); float PointZ = BR.ReadSingle(); ActiveZone.ListZoneTile.Add(new Vector3(PointX, PointY, PointZ)); } } FS.Close(); BR.Close(); }