public void AddedToField(IField field) { DeleteActor(); Field = field; AddedToFieldHook(); //Adds all parts too foreach (IActorCompositePart part in ActorComposition) { field.AddActor(part); } }
public void Initialize() { IsEnd = false; foreach (var entry in _eventEntries) { switch (entry) { case SetEndFrame item: _eventDuration = item.EndFrame; break; case ReadAssets assets: foreach (var assetEntry in assets.Set) { switch (assetEntry) { case ReadActor item: _actors[item.ActorId] = item.Name; _field.AddActor(item.ActorId, item.ObjectId); _field.SetActorVisibility(item.ActorId, false); break; } } // Double for-loop to ensure to load actors first, then // animations to prevent crashes. foreach (var assetEntry in assets.Set) { switch (assetEntry) { case ReadMotion item: _field.SetActorAnimation( item.ActorId, GetAnmPath(item.ActorId, item.Name)); _field.SetActorVisibility(item.ActorId, item.UnknownIndex == 0); break; } } break; case EventStart item: _field.FadeFromBlack(item.FadeIn * TimeMul); break; case SetCameraData item: _cameras.Add(item); break; } } _cameraId = 0; }
public void AddToField(IField field) { //Saving the Field so that the Level construction can use its public a accessors Field = field; Spawners = new List <ISpawner>(); Construct(); int spawnerCount = Spawners.Count; Log.i(this, "Adding " + spawnerCount.ToString() + " spawner" + (spawnerCount == 1 ? "" : "s") + " to the Field"); foreach (ISpawner spawner in Spawners) { field.AddActor(spawner); } }