public void ReinstateDynamicObjects(XElement serializedData) { WireUpCallElementFactoryCallbacks(); BlockFactory.ReinstateSerializedBlocks(GetSerializedFactoryData(serializedData, BlockFactory.Serialized_Data_Identifier)); CollectableFactory.ReinstateSerializedCollectables(GetSerializedFactoryData(serializedData, CollectableFactory.Serialized_Data_Identifier)); FlagFactory.ReinstateSerializedFlags(GetSerializedFactoryData(serializedData, FlagFactory.Serialized_Data_Identifier)); SignpostFactory.ReinstateSerializedSignposts(GetSerializedFactoryData(serializedData, SignpostFactory.Signpost_Serialized_Data_Identifier)); SignpostFactory.ReinstateSerializedRouteMarkers(GetSerializedFactoryData(serializedData, SignpostFactory.Route_Marker_Serialized_Data_Identifier)); _registerGameObject(new Background()); Player = CharacterFactory.ReinstatePlayer(); }
public void ReinstateDynamicObjects(XElement serializedData) { WireUpCallElementFactoryCallbacks(); XElement levelData = LoadLevelData(); Map = BlockFactory.ReinstateLevelBlockMap(levelData.Element(Terrain_Data_Element).Element(BlockFactory.Data_Group_Node_Name)); CollectableFactory.ReinstateSerializedCollectables(GetSerializedFactoryData(serializedData, CollectableFactory.Serialized_Data_Identifier)); FlagFactory.ReinstateSerializedFlags(GetSerializedFactoryData(serializedData, FlagFactory.Serialized_Data_Identifier)); SignpostFactory.ReinstateSerializedSignposts(GetSerializedFactoryData(serializedData, SignpostFactory.Signpost_Serialized_Data_Identifier)); SignpostFactory.ReinstateSerializedRouteMarkers(GetSerializedFactoryData(serializedData, SignpostFactory.Route_Marker_Serialized_Data_Identifier)); Player = CharacterFactory.ReinstatePlayer(); FinalizeLevelSetup(levelData); }