// Lucas private List <SQLite_Building> LoadBuilding(int ID) { List <SQLite_Building> builings = new List <SQLite_Building>(); List <ISQLiteRow> convert = Singletons.TableContainerSingleton.BuildingWorldEditorTable.GetMultiple(PropertyFinder <SQLiteBuildingWorldEditorModel> .Find(x => x.WorldId), ID); for (int i = 0; i < convert.Count; i++) { SQLite_Building builing = new SQLite_Building(); builing.BuildingType = (EBuildingType)(convert.ElementAt(i) as SQLiteBuildingWorldEditorModel).BuildingTypeId; builing.Team = (ETeam)(convert.ElementAt(i) as SQLiteBuildingWorldEditorModel).Team; builing.Faction = (EFaction)(convert.ElementAt(i) as SQLiteBuildingWorldEditorModel).Faction; builing.X = (convert.ElementAt(i) as SQLiteBuildingWorldEditorModel).Xpos; builing.Y = (convert.ElementAt(i) as SQLiteBuildingWorldEditorModel).Ypos; builings.Add(builing); } return(builings); }
public void SaveSQLite(TileGrid tileGrid) { List <SQLite_Ground> grounds = new List <SQLite_Ground>(); List <SQLite_Building> builings = new List <SQLite_Building>(); List <SQLite_Unit> units = new List <SQLite_Unit>(); List <SQLite_Resource> resources = new List <SQLite_Resource>(); for (int x = 0; x < tileGrid.groundTileGrid.GetLength(0); x++) { for (int y = 0; y < tileGrid.groundTileGrid.GetLength(1); y++) { if (tileGrid.groundTileGrid[x, y] != null) { SQLite_Ground ground = new SQLite_Ground(); ground.tileType = tileGrid.groundTileGrid[x, y].GetComponent <CTile>().TileType; ground.X = x; ground.Y = y; grounds.Add(ground); } } } for (int x = 0; x < tileGrid.buildingTileGrid.GetLength(0); x++) { for (int y = 0; y < tileGrid.buildingTileGrid.GetLength(1); y++) { if (tileGrid.buildingTileGrid[x, y] != null) { SQLite_Building building = new SQLite_Building(); building.BuildingType = tileGrid.buildingTileGrid[x, y].GetComponent <CBuilding>().BuildingType; building.Team = tileGrid.buildingTileGrid[x, y].GetComponent <CBuilding>().Team; building.Faction = tileGrid.buildingTileGrid[x, y].GetComponent <CBuilding>().Faction; building.X = x; building.Y = y; builings.Add(building); } } } for (int x = 0; x < tileGrid.unitTileGrid.GetLength(0); x++) { for (int y = 0; y < tileGrid.unitTileGrid.GetLength(1); y++) { if (tileGrid.unitTileGrid[x, y] != null) { SQLite_Unit unit = new SQLite_Unit(); unit.UnitType = tileGrid.unitTileGrid[x, y].GetComponent <CUnit>().UnitType; unit.Team = tileGrid.unitTileGrid[x, y].GetComponent <CUnit>().Team; unit.Faction = tileGrid.unitTileGrid[x, y].GetComponent <CUnit>().Faction; unit.X = x; unit.Y = y; units.Add(unit); } } } for (int x = 0; x < tileGrid.resourceTileGrid.GetLength(0); x++) { for (int y = 0; y < tileGrid.resourceTileGrid.GetLength(1); y++) { if (tileGrid.resourceTileGrid[x, y] != null) { SQLite_Resource resource = new SQLite_Resource(); resource.resourcesType = tileGrid.resourceTileGrid[x, y].GetComponent <CResourceTile>().ResourcesType; resource.X = x; resource.Y = y; resources.Add(resource); } } } DoTheSQLSave(grounds, builings, units, resources); }