public GetTileCollection ( ) : CNCMaps.Engine.Game.TileCollection | ||
return | CNCMaps.Engine.Game.TileCollection |
public void RedrawOreAndGems() { var tileCollection = _theater.GetTileCollection(); var checkFunc = new Func <OverlayObject, bool>(delegate(OverlayObject ovl) { return(SpecialOverlays.GetOverlayTibType(ovl, Engine) != OverlayTibType.NotSpecial); }); // first redraw all required tiles (zigzag method) for (int y = 0; y < FullSize.Height; y++) { for (int x = FullSize.Width * 2 - 2; x >= 0; x -= 2) { if (_tiles[x, y].AllObjects.OfType <OverlayObject>().Any(checkFunc)) { _theater.Draw(_tiles.GetTile(x, y), _drawingSurface); } } for (int x = FullSize.Width * 2 - 3; x >= 0; x -= 2) { if (_tiles[x, y].AllObjects.OfType <OverlayObject>().Any(checkFunc)) { _theater.Draw(_tiles.GetTile(x, y), _drawingSurface); } } } for (int y = 0; y < FullSize.Height; y++) { for (int x = FullSize.Width * 2 - 2; x >= 0; x -= 2) { if (_tiles[x, y].AllObjects.OfType <OverlayObject>().Any(checkFunc)) { List <GameObject> objs = GetObjectsAt(x, y); foreach (GameObject o in objs) { _theater.Draw(o, _drawingSurface); } } } for (int x = FullSize.Width * 2 - 3; x >= 0; x -= 2) { if (_tiles[x, y].AllObjects.OfType <OverlayObject>().Any(checkFunc)) { List <GameObject> objs = GetObjectsAt(x, y); foreach (GameObject o in objs) { _theater.Draw(o, _drawingSurface); } } } } }
// between LoadMap and LoadTheater, the VFS should be initialized public bool LoadTheater() { Drawable.TileWidth = (ushort)TileWidth; Drawable.TileHeight = (ushort)TileHeight; _theater = new Theater(TheaterType, Engine, _rules, _art); if (!_theater.Initialize()) { return(false); } // needs to be done before drawables are set Operations.RecalculateOreSpread(_overlayObjects, Engine); RemoveUnknownObjects(); SetDrawables(); LoadColors(); if (Engine >= EngineType.RedAlert2) { LoadCountries(); } LoadHouses(); Operations.FixTiles(_tiles, _theater.GetTileCollection()); if (Engine <= EngineType.Firestorm) { Operations.RecalculateVeinsSpread(_overlayObjects, _tiles); } CreateLevelPalettes(); LoadPalettes(); ApplyRemappables(); if (!IgnoreLighting) { LoadLightSources(); ApplyLightSources(); } SetBaseTiles(); // requires .AnimationDrawable set on objects // first preparing all palettes as above, and only now recalculating them // could save a large amount of work in total RecalculatePalettes(); return(true); }
// between LoadMap and LoadTheater, the VFS should be initialized public bool LoadTheater() { Drawable.TileWidth = (ushort)TileWidth; Drawable.TileHeight = (ushort)TileHeight; _theater = new Theater(TheaterType, Engine, _rules, _art); if (!_theater.Initialize()) return false; // needs to be done before drawables are set if (!ModConfig.ActiveConfig.DisableOreRandomization) Operations.RecalculateOreSpread(_overlayObjects, Engine); RemoveUnknownObjects(); SetDrawables(); LoadColors(); if (Engine >= EngineType.RedAlert2) LoadCountries(); LoadHouses(); Operations.FixTiles(_tiles, _theater.GetTileCollection()); if (Engine <= EngineType.Firestorm) Operations.RecalculateVeinsSpread(_overlayObjects, _tiles); CreateLevelPalettes(); LoadPalettes(); ApplyRemappables(); if (!IgnoreLighting) { LoadLightSources(); ApplyLightSources(); } SetBaseTiles(); // requires .AnimationDrawable set on objects // first preparing all palettes as above, and only now recalculating them // could save a large amount of work in total RecalculatePalettes(); return true; }