Queue<int> _turnQueue; // 行動中のもつっこむこと #endregion Fields #region Constructors public Save(ReignManager manager) { _turnQueue = new Queue<int>(manager.TurnQueue.Select(p => p.No)); _liveProv = new List<int>(manager.LiveProvs.Select(p => p.No)); _turn = manager.Turn; _level = manager.Level; _scenario = manager.ScenarioNo; _league = manager.League; _gamepath = manager.GamePath; _areas = new List<Save.Area>(); foreach (var a in manager.WorldMap.Areas) { _areas.Extend(a.No + 1); _areas[a.No] = new Save.Area(a); } _provs = new List<Save.Province>(); foreach (var p in manager.AllProvince) { _provs.Extend(p.No + 1); _provs[p.No] = new Save.Province(p); } }
// ----- ----- ----- ----- ----- INTERNAL METHOD ----- ----- ----- ----- ----- internal void SetData(int turn, int level, League league) { _turn = turn; Level = level; _league = league; this._turnPhase = Phase.PlayerTurn; }
private void SetLeague(League league) { var leagueData = _root.SelectedScenario.Leagues; foreach (var l in leagueData) { league[l.ProvNoA, l.ProvNoB] = l.Turn; } }