Esempio n. 1
0
 public Game_Battalions(Game_Battalions battalions)
 {
     Current_Battalion = battalions.Current_Battalion;
     Data = battalions.Data
            .Select(pair => new KeyValuePair <int, Battalion>(pair.Key, new Battalion(pair.Value)))
            .ToDictionary(p => p.Key, p => p.Value);
     Individual_Animations = new List <int>(battalions.Individual_Animations);
     Convoys = battalions.Convoys
               .Select(pair => new KeyValuePair <int, Game_Convoy>(pair.Key, new Game_Convoy(pair.Value)))
               .ToDictionary(p => p.Key, p => p.Value);
     //Convoys = battalions.Convoys.Select(pair => new KeyValuePair<int, List<Item_Data>>(pair.Key, //Debug
     //    new List<Item_Data>(pair.Value.Select(x => new Item_Data(x)))))
     //    .ToDictionary(p => p.Key, p => p.Value);
 }
Esempio n. 2
0
 public void copy_battalion_to(Game_Battalions target, int battalion_id)
 {
     target.Data[battalion_id] = Data[battalion_id];
     if (Convoys.Count > 1 || target.Convoys.Count > 1) // I suspect this might break with multiple convoys, setting a break here to test it //Yeti
     {
         int x = 0;
         x++;
     }
     foreach (var pair in Convoys)
     {
         target.Convoys[pair.Key] = pair.Value;
     }
     //if (Data[battalion_id].convoy_id != -1) //Debug
     //    target.Convoys[Data[battalion_id].convoy_id] = Convoys[Data[battalion_id].convoy_id];
 }