public override void Load(ValuesDictionary valuesDictionary) { base.Load(valuesDictionary); m_subsystemViews = base.Project.FindSubsystem <SubsystemGameWidgets>(throwOnError: true); m_subsystemTerrain = base.Project.FindSubsystem <SubsystemTerrain>(throwOnError: true); m_subsystemGameInfo = base.Project.FindSubsystem <SubsystemGameInfo>(throwOnError: true); foreach (ValuesDictionary value11 in valuesDictionary.GetValue <ValuesDictionary>("Texts").Values) { Point3 value = value11.GetValue <Point3>("Point"); string value2 = value11.GetValue("Line1", string.Empty); string value3 = value11.GetValue("Line2", string.Empty); string value4 = value11.GetValue("Line3", string.Empty); string value5 = value11.GetValue("Line4", string.Empty); Color value6 = value11.GetValue("Color1", Color.Black); Color value7 = value11.GetValue("Color2", Color.Black); Color value8 = value11.GetValue("Color3", Color.Black); Color value9 = value11.GetValue("Color4", Color.Black); string value10 = value11.GetValue("Url", string.Empty); SetSignData(value, new string[4] { value2, value3, value4, value5 }, new Color[4] { value6, value7, value8, value9 }, value10); } CreateRenderTarget(); Display.DeviceReset += Display_DeviceReset; }
public override void Load(ValuesDictionary valuesDictionary) { base.Load(valuesDictionary); m_subsystemTime = base.Project.FindSubsystem <SubsystemTime>(throwOnError: true); m_subsystemParticles = base.Project.FindSubsystem <SubsystemParticles>(throwOnError: true); m_subsystemViews = base.Project.FindSubsystem <SubsystemGameWidgets>(throwOnError: true); m_subsystemAudio = base.Project.FindSubsystem <SubsystemAudio>(throwOnError: true); m_subsystemAmbientSounds = base.Project.FindSubsystem <SubsystemAmbientSounds>(throwOnError: true); for (int i = -2; i <= 2; i++) { for (int j = -1; j <= 2; j++) { for (int k = -2; k <= 2; k++) { if (i != 0 || j != 0 || k != 0) { float num = (j < 0) ? 1.5f : 2.5f; if (MathUtils.Sqrt(i * i + j * j + k * k) <= num) { float num2 = MathUtils.Sqrt(i * i + k * k); float num3 = (j > 0) ? (0.5f * (float)j) : ((float)(-j)); m_expansionProbabilities[new Point3(i, j, k)] = 0.02f / (num2 + num3); } } } } } }
public override void Load(ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) { m_subsystemTime = base.Project.FindSubsystem <SubsystemTime>(throwOnError: true); m_subsystemViews = base.Project.FindSubsystem <SubsystemGameWidgets>(throwOnError: true); m_subsystemGameInfo = base.Project.FindSubsystem <SubsystemGameInfo>(throwOnError: true); m_subsystemSky = base.Project.FindSubsystem <SubsystemSky>(throwOnError: true); m_componentFrame = base.Entity.FindComponent <ComponentFrame>(throwOnError: true); m_componentModel = base.Entity.FindComponent <ComponentModel>(throwOnError: true); m_creationTime = m_subsystemTime.GameTime; Heading = valuesDictionary.GetValue <float>("Heading"); }
public override void Load(ValuesDictionary valuesDictionary) { m_subsystemViews = base.Project.FindSubsystem <SubsystemGameWidgets>(throwOnError: true); SubsystemGameInfo = base.Project.FindSubsystem <SubsystemGameInfo>(throwOnError: true); m_subsystemParticles = base.Project.FindSubsystem <SubsystemParticles>(throwOnError: true); m_subsystemPickables = base.Project.FindSubsystem <SubsystemPickables>(throwOnError: true); m_subsystemBlockBehaviors = base.Project.FindSubsystem <SubsystemBlockBehaviors>(throwOnError: true); SubsystemAnimatedTextures = base.Project.FindSubsystem <SubsystemAnimatedTextures>(throwOnError: true); SubsystemFurnitureBlockBehavior = base.Project.FindSubsystem <SubsystemFurnitureBlockBehavior>(throwOnError: true); SubsystemPalette = base.Project.FindSubsystem <SubsystemPalette>(throwOnError: true); Terrain = new Terrain(); TerrainRenderer = new TerrainRenderer(this); TerrainUpdater = new TerrainUpdater(this); TerrainSerializer = new TerrainSerializer22(Terrain, SubsystemGameInfo.DirectoryName); BlockGeometryGenerator = new BlockGeometryGenerator(Terrain, this, base.Project.FindSubsystem <SubsystemElectricity>(throwOnError: true), SubsystemFurnitureBlockBehavior, base.Project.FindSubsystem <SubsystemMetersBlockBehavior>(throwOnError: true), SubsystemPalette); if (string.CompareOrdinal(SubsystemGameInfo.WorldSettings.OriginalSerializationVersion, "2.1") <= 0) { TerrainGenerationMode terrainGenerationMode = SubsystemGameInfo.WorldSettings.TerrainGenerationMode; if (terrainGenerationMode == TerrainGenerationMode.FlatContinent || terrainGenerationMode == TerrainGenerationMode.FlatIsland) { TerrainContentsGenerator = new TerrainContentsGeneratorFlat(this); } else { TerrainContentsGenerator = new TerrainContentsGenerator21(this); } } else { TerrainGenerationMode terrainGenerationMode2 = SubsystemGameInfo.WorldSettings.TerrainGenerationMode; if (terrainGenerationMode2 == TerrainGenerationMode.FlatContinent || terrainGenerationMode2 == TerrainGenerationMode.FlatIsland) { TerrainContentsGenerator = new TerrainContentsGeneratorFlat(this); } else { TerrainContentsGenerator = new TerrainContentsGenerator22(this); } } }
public override void Load(ValuesDictionary valuesDictionary) { m_subsystemGameInfo = base.Project.FindSubsystem <SubsystemGameInfo>(throwOnError: true); m_subsystemPlayers = base.Project.FindSubsystem <SubsystemPlayers>(throwOnError: true); m_subsystemViews = base.Project.FindSubsystem <SubsystemGameWidgets>(throwOnError: true); m_subsystemTerrain = base.Project.FindSubsystem <SubsystemTerrain>(throwOnError: true); m_subsystemTime = base.Project.FindSubsystem <SubsystemTime>(throwOnError: true); foreach (KeyValuePair <string, object> item in valuesDictionary.GetValue <ValuesDictionary>("Chunks")) { ValuesDictionary valuesDictionary2 = (ValuesDictionary)item.Value; SpawnChunk spawnChunk = new SpawnChunk(); spawnChunk.Point = HumanReadableConverter.ConvertFromString <Point2>(item.Key); spawnChunk.IsSpawned = valuesDictionary2.GetValue <bool>("IsSpawned"); spawnChunk.LastVisitedTime = valuesDictionary2.GetValue <double>("LastVisitedTime"); string value = valuesDictionary2.GetValue("SpawnsData", string.Empty); if (!string.IsNullOrEmpty(value)) { LoadSpawnsData(value, spawnChunk.SpawnsData); } m_chunks[spawnChunk.Point] = spawnChunk; } }
public override void Load(ValuesDictionary valuesDictionary) { m_subsystemTime = base.Project.FindSubsystem <SubsystemTime>(throwOnError: true); m_subsystemViews = base.Project.FindSubsystem <SubsystemGameWidgets>(throwOnError: true); }