Esempio n. 1
0
        public Room(Room r)
        {
            center = r.center;
            size = r.size;
            hasWarp = r.hasWarp;
            color = r.color;
            id = r.id;
            currentOrbs = r.currentOrbs;
            maxOrbs = r.maxOrbs;
            currentBlueOrbs = r.currentBlueOrbs;
            currentRedOrbs = r.currentRedOrbs;
            maxRedOrbs = r.maxRedOrbs;
            maxBlueOrbs = r.maxBlueOrbs;
            sectorID = r.sectorID;
            explored = r.explored;
            bossCleared = r.bossCleared;
            stationDecal = r.stationDecal;
            friendlyName = r.friendlyName;
            warpCost = r.warpCost;

            blocks = new List<Block>();
            foreach (Block b in r.blocks)
            {
                blocks.Add(new Block(b));
            }
            doodads = new List<Doodad>();
            foreach (Doodad d in r.doodads)
            {
                doodads.Add(new Doodad(d));
            }
            jumpRings = new List<JumpRing>();
            tunnels = new List<Tunnel>();

            monsters = new List<Monster>();
            foreach (Monster m in r.monsters)
            {
                monsters.Add(new Monster(m));
            }
            projectiles = new List<Projectile>();
            foreach (Projectile p in r.projectiles)
            {
                projectiles.Add(new Projectile(p));
            }
            decorations = new List<Decoration>();
            foreach (Decoration d in r.decorations)
            {
                decorations.Add(new Decoration(d));
            }
        }
Esempio n. 2
0
        public Doodad(Doodad d)
        {
            srcDoodad = this;
            style = d.style;
            //unfoldedPosition = new Vertex(d.unfoldedPosition);
            position = new Vertex(d.position);
            spawnPosition = new Vertex(d.spawnPosition);
            active = d.active;

            available = d.available;
            id = d.id;
            idle = d.idle;
            targetBehavior = d.targetBehavior;
            targetObject = d.targetObject;
            expectedBehavior = d.expectedBehavior;
            alreadyUsed = d.alreadyUsed;
            type = d.type;
            behaviors = d.behaviors;
            currentBehaviorId = d.currentBehaviorId;
            if(d.currentBehavior != null)
                currentBehaviorId = d.currentBehavior.id;
            orbsRemaining = d.orbsRemaining;
            doorDecal = d.doorDecal;
            currentTime = d.currentTime;
            nextBehavior = d.nextBehavior;
            breakTime = d.breakTime;
            behaviorStarted = d.behaviorStarted;
            toggleOn = d.toggleOn;
            abilityType = d.abilityType;
            originalAbilityType = d.originalAbilityType;
            cooldown = d.cooldown;
            activationCost = d.activationCost;
            speaker = d.speaker;
            targetDoodadId = d.targetDoodadId;
            if(d.targetDoodad != null)
                targetDoodadId = d.targetDoodad.id;
            targetBlockId = d.targetBlockId;
            if (d.targetBlock != null)
                targetBlockId = d.targetBlock.id;
            targetEdgeId = d.targetEdgeId;
            if (d.targetEdge != null)
                targetEdgeId = d.targetEdge.id;

            targetRoomId = d.targetRoomId;
            if(d.targetRoom != null)
                targetRoomId = d.targetRoom.id;
            stateTransition = d.stateTransition;
            stateTransitionDir = d.stateTransitionDir;
            stateTransitionVelocity = d.stateTransitionVelocity;
            _powered = d._powered;
            behaviors = new List<Behavior>();
            foreach (Behavior b in d.behaviors)
            {
                behaviors.Add(new Behavior(b));
            }
        }