private void DeployObjects() { var itemSorter = new ItemSorter(); int k = 0; foreach (TileData tile in from i in Data.Maps.SelectMany(x => x.Tiles) where i.HasItemsList select i) { tile.FirstObject = Data.ObjectIDs[k++]; foreach (var item in tile.GetItems(Data)) { itemSorter.CreateItem(item, tile); } //last actuator is active one thus revers => first actuator is active one now tile.Actuators.Reverse(); } }
private void DeployObjects() { var itemSorter = new ItemSorter(); int k = 0; foreach (TileData tile in from i in Data.Maps.SelectMany(x => x.Tiles) where i.HasItemsList select i) { tile.FirstObject = Data.ObjectIDs[k++]; foreach (var item in tile.GetItems(Data)) { itemSorter.CreateItem(item, tile); } } foreach (var creature in Data.Creatures) { creature.PossessionItems = creature.GetEnumerator(Data).Cast <GrabableItemData>().ToList(); } SetupRandomDecorations(); }