Esempio n. 1
0
        public object Clone()
        {
            Map map = new Map();

            map.AssetName = AssetName;
            map.baseLayer = BaseLayer.Clone() as int[];
            foreach (MapEntry <Chest> chestEntry in chestEntries)
            {
                MapEntry <Chest> mapEntry = new MapEntry <Chest>();
                mapEntry.Content     = chestEntry.Content.Clone() as Chest;
                mapEntry.ContentName = chestEntry.ContentName;
                mapEntry.Count       = chestEntry.Count;
                mapEntry.Direction   = chestEntry.Direction;
                mapEntry.MapPosition = chestEntry.MapPosition;
                map.chestEntries.Add(mapEntry);
            }
            map.chestEntries.AddRange(ChestEntries);
            map.collisionLayer     = CollisionLayer.Clone() as int[];
            map.combatMusicCueName = CombatMusicCueName;
            map.combatTexture      = CombatTexture;
            map.combatTextureName  = CombatTextureName;
            map.fixedCombatEntries.AddRange(FixedCombatEntries);
            map.fringeLayer = FringeLayer.Clone() as int[];
            map.innEntries.AddRange(InnEntries);
            map.mapDimensions = MapDimensions;
            map.musicCueName  = MusicCueName;
            map.name          = Name;
            map.objectLayer   = ObjectLayer.Clone() as int[];
            map.playerNpcEntries.AddRange(PlayerNpcEntries);
            map.portals.AddRange(Portals);
            map.portalEntries.AddRange(PortalEntries);
            map.questNpcEntries.AddRange(QuestNpcEntries);
            map.randomCombat = new RandomCombat();
            map.randomCombat.CombatProbability = RandomCombat.CombatProbability;
            map.randomCombat.Entries.AddRange(RandomCombat.Entries);
            map.randomCombat.FleeProbability   = RandomCombat.FleeProbability;
            map.randomCombat.MonsterCountRange = RandomCombat.MonsterCountRange;
            map.spawnMapPosition = SpawnMapPosition;
            map.storeEntries.AddRange(StoreEntries);
            map.texture     = Texture;
            map.textureName = TextureName;
            map.tileSize    = TileSize;
            map.tilesPerRow = tilesPerRow;

            return(map);
        }