public static Combat Create( App game, OrbitCameraController cameraController, CombatInput input, CombatSensor sensor, StarSystem system, CombatGrid grid, Vector3 origin, float radius, int duration, Player[] players, Dictionary <Player, Dictionary <Player, PlayerCombatDiplomacy> > diplomacyStates, bool simulateOnly = false) { List <int> list = ((IEnumerable <Player>)players).Where <Player>((Func <Player, bool>)(x => !x.IsStandardPlayer)).Select <Player, int>((Func <Player, int>)(x => x.ObjectID)).ToList <int>(); Combat combat = new Combat(); List <object> objectList = new List <object>(); objectList.Add((object)cameraController.GetObjectID()); objectList.Add((object)input.GetObjectID()); objectList.Add((object)sensor.GetObjectID()); objectList.Add((object)system.GetObjectID()); objectList.Add((object)grid.GetObjectID()); objectList.Add((object)origin); objectList.Add((object)radius); objectList.Add((object)duration); objectList.Add((object)game.LocalPlayer.GetObjectID()); objectList.Add((object)simulateOnly); objectList.Add((object)players.Length); foreach (Player player in players) { objectList.Add((object)player.ObjectID); } objectList.Add((object)diplomacyStates.Count); foreach (KeyValuePair <Player, Dictionary <Player, PlayerCombatDiplomacy> > diplomacyState in diplomacyStates) { objectList.Add((object)diplomacyState.Key.GetObjectID()); objectList.Add((object)diplomacyState.Value.Count); foreach (KeyValuePair <Player, PlayerCombatDiplomacy> keyValuePair in diplomacyState.Value) { objectList.Add((object)keyValuePair.Key.GetObjectID()); objectList.Add((object)keyValuePair.Value); } } objectList.Add((object)list.Count); foreach (int num in list) { objectList.Add((object)num); } game.AddExistingObject((IGameObject)combat, objectList.ToArray()); return(combat); }
public ShipHoloView(App game, OrbitCameraController cameraController) { game.AddExistingObject((IGameObject)this, (object)cameraController.GetObjectID()); }