Esempio n. 1
0
        private void btnSave_Click(object sender, EventArgs e)
        {
            //Values from both the buildings and units are saved into seperate textfiles
            FileStream fsU = new FileStream("SavedUnits/unitTextFile", FileMode.Create, FileAccess.Write);

            fsU.Close();
            FileStream fsB = new FileStream("SavedBuildings/buildingTextFile", FileMode.Create, FileAccess.Write);

            fsB.Close();

            foreach (Unit temp in ge.MapTracker.unitArray)
            {
                string   typeCheck  = temp.GetType().ToString();
                string[] splitArray = typeCheck.Split('.');
                typeCheck = splitArray[splitArray.Length - 1];

                if (typeCheck == "MeleeUnit")
                {
                    MeleeUnit obj = (MeleeUnit)temp;
                    obj.Save();
                }
                else
                {
                    RangedUnit obj = (RangedUnit)temp;
                    obj.Save();
                }
            }

            foreach (Building temp in ge.MapTracker.buildingArray)
            {
                string   typeCheck  = temp.GetType().ToString();
                string[] splitArray = typeCheck.Split('.');
                typeCheck = splitArray[splitArray.Length - 1];

                if (typeCheck == "ResourceBuilding")
                {
                    ResourceBuilding obj = (ResourceBuilding)temp;
                    obj.Save();
                }
                else
                {
                    FactoryBuilding obj = (FactoryBuilding)temp;
                    obj.Save();
                }
            }
        }
Esempio n. 2
0
        //Both units and buildings tostrings have been added to the rich text box to display stats
        private void Display()
        {
            battleInfo = "";
            foreach (Unit temp in ge.MapTracker.unitArray)
            {
                string   typeCheck  = temp.GetType().ToString();
                string[] splitArray = typeCheck.Split('.');
                typeCheck = splitArray[splitArray.Length - 1];

                if (typeCheck == "MeleeUnit")
                {
                    MeleeUnit obj = (MeleeUnit)temp;
                    battleInfo += obj.ToString();
                }
                else
                {
                    RangedUnit obj = (RangedUnit)temp;
                    battleInfo += obj.ToString();
                }
            }

            foreach (Building temp in ge.MapTracker.buildingArray)
            {
                string   typeCheck  = temp.GetType().ToString();
                string[] splitArray = typeCheck.Split('.');
                typeCheck = splitArray[splitArray.Length - 1];

                if (typeCheck == "ResourceBuilding")
                {
                    ResourceBuilding obj = (ResourceBuilding)temp;
                    battleInfo += obj.ToString();
                }
                else
                {
                    FactoryBuilding obj = (FactoryBuilding)temp;
                    battleInfo += obj.ToString();
                }
            }

            rtxProgress.Text = battleInfo;
        }