コード例 #1
0
ファイル: Data.cs プロジェクト: theboot999/Bushfire
        public static BuildingsBinary LoadBuildingsBinary()
        {
            BuildingsBinary buildingsBinary = (BuildingsBinary)FileLoad.LoadBinaryFile(buildingsBinaryFolder, buildingsBinaryFileName);

            if (buildingsBinary == null)
            {
                buildingsBinary = new BuildingsBinary();
            }
            return(buildingsBinary);
        }
コード例 #2
0
        public LoadingTownBuildings(List <Building> buildingList)
        {
            BuildingsBinary buildingsBinary = Data.LoadBuildingsBinary();

            foreach (CompressedBuilding building in buildingsBinary.buildingList)
            {
                if (building.isActive)
                {
                    buildingList.AddRange(building.GetBuildingList());
                }
            }
        }
コード例 #3
0
ファイル: BuildingEditor.cs プロジェクト: theboot999/Bushfire
        public BuildingEditor(Rectangle localLocation, DockType docktype) : base(localLocation, docktype, true)
        {
            name = "Editor";

            alwaysOnTop         = true;
            spriteBack          = GraphicsManager.GetSpriteColour(3);
            drawSpriteBack      = true;
            canChangeFocusOrder = false;

            AddBorder(2, Resizing.NONE, 3);
            AddHeading(50, "Building Editor", GraphicsManager.GetSpriteFont(Font.OpenSans20Bold), Color.White, false, false, false, false, false, GraphicsManager.GetSpriteColour(6));



            buildingsBinary = Data.LoadBuildingsBinary();
            AddControls();
        }
コード例 #4
0
ファイル: BuildingScreen.cs プロジェクト: theboot999/Bushfire
        public BuildingScreen(CompressedBuilding compressedBuilding, BuildingsBinary buildingsBinary, EditorParams editorParams)
        {
            GameController.inGameState  = InGameState.RUNNING;
            this.editorParams           = editorParams;
            this.compressedBuilding     = compressedBuilding;
            GameController.editorInMenu = false;
            this.buildingsBinary        = buildingsBinary;
            AddContainer(new BackgroundMenu(new Rectangle(0, 0, 0, 0), DockType.SCREENRESOLUTION, TextureSheet.Editor));
            editorView = new EditorView(new Rectangle(100, 100, 2000, 1500), DockType.SCREENRESOLUTION, compressedBuilding, editorParams);
            AddContainer(editorView);
            buildingPicker = new BuildingPicker(new Rectangle(200, 150, 400, 500), DockType.TOPRIGHTFIXEDY, compressedBuilding, editorParams);
            shadowPicker   = new ShadowPicker(new Rectangle(200, 150, 400, 500), DockType.TOPRIGHTFIXEDY, compressedBuilding, editorParams);
            objectPicker   = new ObjectPicker(new Rectangle(200, 150, 400, 500), DockType.TOPRIGHTFIXEDY, compressedBuilding, editorParams);
            drivingPicker  = new DrivingPicker(new Rectangle(200, 150, 400, 500), DockType.TOPRIGHTFIXEDY, compressedBuilding, editorParams);
            AddContainer(buildingPicker);

            general = new General(new Rectangle(200, 150, 600, 1250), DockType.TOPLEFTFIXEDY, compressedBuilding, editorParams);
            AddContainer(general);
        }
コード例 #5
0
ファイル: Data.cs プロジェクト: theboot999/Bushfire
 public static void SaveBuildingsBinary(BuildingsBinary buildingsBinary)
 {
     FileSave.SaveBinaryFile(buildingsBinary, buildingsBinaryFolder, buildingsBinaryFileName);
 }