internal static ByteArray FromSave(GameSave gameSave, Tuple<int, uint> address) { ByteArray byteArray; if (!gameSave.TryGetFromBlockStructureCache(address, out byteArray)) { byteArray = new ByteArray(gameSave, address); gameSave.AddToBlockStructureCache(address, byteArray); } return byteArray; }
internal static Chunk FromSave(GameSave gameSave, Tuple <int, uint> address) { Chunk chunk; if (!gameSave.TryGetFromBlockStructureCache(address, out chunk)) { chunk = new Chunk(gameSave, address); gameSave.AddToBlockStructureCache(address, chunk); } return(chunk); }
internal static SavedStateIndex FromSave(GameSave gameSave, Tuple <int, uint> address) { SavedStateIndex savedStateIndex; if (!gameSave.TryGetFromBlockStructureCache(address, out savedStateIndex)) { savedStateIndex = new SavedStateIndex(gameSave, address); gameSave.AddToBlockStructureCache(address, savedStateIndex); } return(savedStateIndex); }
internal static StringBlock FromSave(GameSave gameSave, Tuple <int, uint> address) { StringBlock stringBlock; if (!gameSave.TryGetFromBlockStructureCache(address, out stringBlock)) { stringBlock = new StringBlock(gameSave, address); gameSave.AddToBlockStructureCache(address, stringBlock); } return(stringBlock); }
internal static BlockTypeTable FromSave(GameSave gameSave, Tuple <int, uint> address) { BlockTypeTable blockTypeTable; if (!gameSave.TryGetFromBlockStructureCache(address, out blockTypeTable)) { blockTypeTable = new BlockTypeTable(gameSave, address); gameSave.AddToBlockStructureCache(address, blockTypeTable); } return(blockTypeTable); }
internal static StringBlockStructureDictionary <TValue> FromSave(GameSave gameSave, Tuple <int, uint> address) { StringBlockStructureDictionary <TValue> stringBlockStructureDictionary; if (!gameSave.TryGetFromBlockStructureCache(address, out stringBlockStructureDictionary)) { stringBlockStructureDictionary = new StringBlockStructureDictionary <TValue>(gameSave, address); gameSave.AddToBlockStructureCache(address, stringBlockStructureDictionary); } return(stringBlockStructureDictionary); }
internal static ByteArray FromSave(GameSave gameSave, Tuple <int, uint> address) { ByteArray byteArray; if (!gameSave.TryGetFromBlockStructureCache(address, out byteArray)) { byteArray = new ByteArray(gameSave, address); gameSave.AddToBlockStructureCache(address, byteArray); } return(byteArray); }
internal static Octree FromSave(GameSave gameSave, Tuple <int, uint> address) { Octree octree; if (!gameSave.TryGetFromBlockStructureCache(address, out octree)) { octree = new Octree(gameSave, address); gameSave.AddToBlockStructureCache(address, octree); } return(octree); }
internal static Chunk FromSave(GameSave gameSave, Tuple<int, uint> address) { Chunk chunk; if (!gameSave.TryGetFromBlockStructureCache(address, out chunk)) { chunk = new Chunk(gameSave, address); gameSave.AddToBlockStructureCache(address, chunk); } return chunk; }
internal static ChunkTable FromSave(GameSave gameSave, Tuple<int, uint> address) { ChunkTable chunkTable; if (!gameSave.TryGetFromBlockStructureCache(address, out chunkTable)) { chunkTable = new ChunkTable(gameSave, address); gameSave.AddToBlockStructureCache(address, chunkTable); } return chunkTable; }
internal static SavedStateIndex FromSave(GameSave gameSave, Tuple<int, uint> address) { SavedStateIndex savedStateIndex; if (!gameSave.TryGetFromBlockStructureCache(address, out savedStateIndex)) { savedStateIndex = new SavedStateIndex(gameSave, address); gameSave.AddToBlockStructureCache(address, savedStateIndex); } return savedStateIndex; }
internal static Octree FromSave(GameSave gameSave, Tuple<int, uint> address) { Octree octree; if (!gameSave.TryGetFromBlockStructureCache(address, out octree)) { octree = new Octree(gameSave, address); gameSave.AddToBlockStructureCache(address, octree); } return octree; }