public AreaTextures()
 {
     Index = 0;
     List = new ObservableCollection<int>();
     AreaTransitionTexture=new CollectionAreaTransitionTexture();
     CollectionAreaItems=new CollectionAreaTransitionItems();
     Name = "";
 }
 protected AreaTextures(System.Runtime.Serialization.SerializationInfo info, System.Runtime.Serialization.StreamingContext context)
 {
     List = new ObservableCollection<int>(Deserialize(()=>List,info));
     Name = Deserialize(() => Name, info);
     Index = Deserialize(() => Index, info);
     try
     {
         AreaTransitionTexture = Deserialize(() => AreaTransitionTexture, info);
         CollectionAreaItems = Deserialize(() => CollectionAreaItems, info);
     }
     catch (Exception)
     {
         CollectionAreaItems = new CollectionAreaTransitionItems();
         AreaTransitionTexture=new CollectionAreaTransitionTexture();
     }
 }
 public FactorySmoothItems(string filelocation) : base(filelocation)
 {
     SmoothsAll = new CollectionAreaTransitionItems();
 }
Exemple #4
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        public MapSdk()
        {
            #region initialize props

            CollectionColorArea = new CollectionAreaColor();
            CollectionColorMountains = new CollectionAreaColorMountains();
            CollectionColorCoast = new CollectionAreaColor();

            CollectionAreaItems = new CollectionAreaItems();
            CollectionAreaItemsCoasts = new CollectionAreaTransitionItemCoast();
            CollectionAreaTransitionItems = new CollectionAreaTransitionItems();


            CollectionAreaTexture = new CollectionAreaTexture();
            CollectionAreaTransitionTexture = new CollectionAreaTransitionTexture();
            CollectionAreaTransitionCliffTexture = new CollectionAreaTransitionCliffTexture();

            #endregion
        }
Exemple #5
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        public MapSdk(string directory)
        {
            #region initialize props

            CollectionColorArea = new CollectionAreaColor();
            CollectionColorMountains = new CollectionAreaColorMountains();

            CollectionAreaItems = new CollectionAreaItems();
            CollectionAreaItemsCoasts = new CollectionAreaTransitionItemCoast();
            CollectionAreaTransitionItems = new CollectionAreaTransitionItems();


            CollectionAreaTexture = new CollectionAreaTexture();
            CollectionAreaTransitionTexture = new CollectionAreaTransitionTexture();
            CollectionAreaTransitionCliffTexture = new CollectionAreaTransitionCliffTexture();

            #endregion

            #region initialize Factories

            Factories = new List<Factory>();

            FactoryColor = new FactoryColorArea(Path.Combine(directory, "color_area.txt"));

            Factories.Add(FactoryColor);

            FactoryCoast = new FactoryCoast(Path.Combine(directory, "color_coast.txt"));

            Factories.Add(FactoryCoast);

            FactoryMountains = new FactoryMountains(Path.Combine(directory, "color_mntn.txt"));

            Factories.Add(FactoryMountains);

            FactoryItems = new FactoryItems(Path.Combine(directory, "items.txt"));

            Factories.Add(FactoryItems);

            FactoryItemCoasts = new FactoryItemCoasts(Path.Combine(directory, "ite_tex_coast.txt"));

            Factories.Add(FactoryItemCoasts);

            FactorySmoothItems = new FactorySmoothItems(Path.Combine(directory, "items_smooth.txt"));

            Factories.Add(FactorySmoothItems);

            FactoryTextureArea = new FactoryTextureArea(Path.Combine(directory, "texture_area.txt"));

            Factories.Add(FactoryTextureArea);

            FactoryTextureSmooth = new FactoryTextureSmooth(Path.Combine(directory, "texture_smooth.txt"));

            Factories.Add(FactoryTextureSmooth);

            FactoryCliff = new FactoryCliff(Path.Combine(directory, "texture_cliff.txt"));

            Factories.Add(FactoryCliff);

            #endregion

        }