Esempio n. 1
0
            public static TerrainDesc Read(StreamReader data, StreamWriter outputData, bool write = true)
            {
                TerrainDesc obj = new TerrainDesc();

                uint num_terrain_types = Utils.readAndWriteUInt32(data, outputData, write);

                obj.TerrainTypes = new List <TerrainType>();

                for (uint i = 0; i < num_terrain_types; i++)
                {
                    obj.TerrainTypes.Add(TerrainType.Read(data, outputData, write));
                }

                //TerrainType BarrenRock = TerrainType.Read(data, outputData, false);
                //TerrainType Grassland = TerrainType.Read(data, outputData, false);
                //TerrainType Ice = TerrainType.Read(data, outputData, false);
                //TerrainType LushGrass = TerrainType.Read(data, outputData, false);

                //TerrainType MarshSparseSwamp = TerrainType.Read(data, outputData, false);
                //TerrainType MudRichDirt = TerrainType.Read(data, outputData, false);
                //TerrainType ObsidianPlain = TerrainType.Read(data, outputData, false);
                //TerrainType PackedDirt = TerrainType.Read(data, outputData, false);

                //TerrainType PatchyDirt = TerrainType.Read(data, outputData, false);
                //TerrainType PatchyGrassland = TerrainType.Read(data, outputData, false);
                //TerrainType SandYellow = TerrainType.Read(data, outputData, false);
                //TerrainType SandGrey = TerrainType.Read(data, outputData, false);

                //TerrainType SandRockStrewn = TerrainType.Read(data, outputData, false);
                //TerrainType SedimentaryRock = TerrainType.Read(data, outputData, false);
                //TerrainType SemiBarrenRock = TerrainType.Read(data, outputData, false);
                //TerrainType Snow = TerrainType.Read(data, outputData, false);

                //TerrainType WaterRunning = TerrainType.Read(data, outputData, false);
                //TerrainType WaterStandingFresh = TerrainType.Read(data, outputData, false);
                //TerrainType WaterShallowSea = TerrainType.Read(data, outputData, false);
                //TerrainType WaterShallowStillSea = TerrainType.Read(data, outputData, false);

                //TerrainType WaterDeepSea = TerrainType.Read(data, outputData, false);
                //TerrainType Forestfloor = TerrainType.Read(data, outputData, false);
                //TerrainType FauxWaterRunning = TerrainType.Read(data, outputData, false);
                //TerrainType SeaSlime = TerrainType.Read(data, outputData, false);

                //TerrainType Argila = TerrainType.Read(data, outputData, false);
                //TerrainType Volcano1 = TerrainType.Read(data, outputData, false);
                //TerrainType Volcano2 = TerrainType.Read(data, outputData, false);
                //TerrainType BlueIce = TerrainType.Read(data, outputData, false);

                //TerrainType Moss = TerrainType.Read(data, outputData, false);
                //TerrainType DarkMoss = TerrainType.Read(data, outputData, false);
                //TerrainType olthoi = TerrainType.Read(data, outputData, false);
                //TerrainType DesolateLands = TerrainType.Read(data, outputData, false);

                ////BarrenRock = Snow;
                ////Grassland = Snow;
                ////LushGrass = Snow;
                ////PatchyDirt = Snow;
                ////PatchyGrassland = Snow;
                ////Forestfloor = Snow;

                //BarrenRock.Write(outputData);
                //Grassland.Write(outputData);
                //Ice.Write(outputData);
                //LushGrass.Write(outputData);

                //MarshSparseSwamp.Write(outputData);
                //MudRichDirt.Write(outputData);
                //ObsidianPlain.Write(outputData);
                //PackedDirt.Write(outputData);

                //PatchyDirt.Write(outputData);
                //PatchyGrassland.Write(outputData);
                //SandYellow.Write(outputData);
                //SandGrey.Write(outputData);

                //SandRockStrewn.Write(outputData);
                //SedimentaryRock.Write(outputData);
                //SemiBarrenRock.Write(outputData);
                //Snow.Write(outputData);

                //WaterRunning.Write(outputData);
                //WaterStandingFresh.Write(outputData);
                //WaterShallowSea.Write(outputData);
                //WaterShallowStillSea.Write(outputData);

                //WaterDeepSea.Write(outputData);
                //Forestfloor.Write(outputData);
                //FauxWaterRunning.Write(outputData);
                //SeaSlime.Write(outputData);

                //Argila.Write(outputData);
                //Volcano1.Write(outputData);
                //Volcano2.Write(outputData);
                //BlueIce.Write(outputData);

                //Moss.Write(outputData);
                //DarkMoss.Write(outputData);
                //olthoi.Write(outputData);
                //DesolateLands.Write(outputData);

                obj.LandSurfaces = LandSurf.Read(data, outputData, write);

                return(obj);
            }