public Region CreateRegion(RegionInfo info, SaveData data)
        {
            var region = new Region(RegionNames.Test1);

            for (int i = 0; i < info.ZoneTileSizes.Count; i++)
            {
                var zone = new Zone(info.ZoneTileSizes[i], info.ZoneLevels[i]);

                region.Zones.Add(zone);
            }

            region.Zones[0].SceneryObjects.Add(SceneryMapper.CreateSceneryObject(SceneryNames.Test1Level0Top, new Vector2(0, 0), 0));
            region.Zones[0].SceneryObjects.Add(SceneryMapper.CreateSceneryObject(SceneryNames.Test1Level0Bottom, new Vector2(0, 1800), 0));

            return(region);
        }
        public Region CreateRegion(RegionInfo info, SaveData data)
        {
            var region = new Region(RegionNames.Test0);

            // i don't think we actually want to do this
            for (int i = 0; i < info.ZoneTileSizes.Count; i++)
            {
                var zone = new Zone(info.ZoneTileSizes[i], info.ZoneLevels[i]);

                region.Zones.Add(zone);
            }

            // where should the scenery indexes come from?
            region.Zones[0].SceneryObjects.Add(SceneryMapper.CreateSceneryObject(SceneryNames.Test0Level0, new Vector2(0, 0), 0));

            return(region);
        }
Exemple #3
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        // need to know the npcs to load, the scenery to load, the objects to load
        public static List <RegionContent> LoadContentForRegions(IServiceProvider serviceProvider, string rootDirectory, List <RegionNames> regions)
        {
            var regionContentList = new List <RegionContent>();

            foreach (var region in regions)
            {
                var regionContent  = new RegionContent();
                var contentManager = new ContentManager(serviceProvider, rootDirectory);

                regionContent.Region          = region;
                regionContent.NpcTextures     = NpcContentLoader.LoadNpcsForRegion(contentManager, region);
                regionContent.ObjectTextures  = LoadObjectTextures(contentManager, region); // don't need an object mapper because each object has it's own class
                regionContent.SceneryTextures = SceneryMapper.LoadSceneryTextures(contentManager, region);
                regionContent.SoundEffects    = SoundMapper.LoadSoundsForRegion(contentManager, region);
                regionContent.ContentManager  = contentManager;

                regionContentList.Add(regionContent);
            }

            return(regionContentList);
        }