public void OnGameLoaded(CampaignGameStarter starter) { if (!Campaign.Current.GameStarted || Campaign.Current.Settlements == null) { return; } ChangeCultureManager.Reset(); //ChangeCultureManager.Instance.InfluenceMap.Clear(); foreach (Settlement settlement in Campaign.Current.Settlements.Where(x => x.IsVillage || x.IsCastle || x.IsTown)) { //ChangeCultureManager.Instance.InfluenceMap.Add(settlement.StringId, new SettlementCultureStatus(settlement)); /* * if (settlement.OwnerClan.Kingdom != null) * { * if (settlement.Culture.StringId != settlement.OwnerClan.Kingdom.Culture.StringId) * ChangeCultureUtils.ChangeSettlementCulture(settlement, settlement.OwnerClan.Kingdom.Culture); * } * else if (settlement.OwnerClan != null) * { * if (settlement.Culture.StringId != settlement.OwnerClan.Culture.StringId) * ChangeCultureUtils.ChangeSettlementCulture(settlement, settlement.OwnerClan.Culture); * } */ } }
internal static void Reset() { _instance = null; }