Inheritance: ITraitInfo
コード例 #1
0
ファイル: ScreenMap.cs プロジェクト: ushardul/OpenRA
 public ScreenMap(World world, ScreenMapInfo info)
 {
     var ts = Game.ModData.Manifest.TileSize;
     var width = world.Map.MapSize.X * ts.Width;
     var height = world.Map.MapSize.Y * ts.Height;
     partitionedFrozenActors = new Cache<Player, SpatiallyPartitioned<FrozenActor>>(
         _ => new SpatiallyPartitioned<FrozenActor>(width, height, info.BinSize));
     partitionedActors = new SpatiallyPartitioned<Actor>(width, height, info.BinSize);
 }
コード例 #2
0
ファイル: ScreenMap.cs プロジェクト: CH4Code/OpenRA
 public ScreenMap(World world, ScreenMapInfo info)
 {
     var size = world.Map.Grid.TileSize;
     var width = world.Map.MapSize.X * size.Width;
     var height = world.Map.MapSize.Y * size.Height;
     partitionedFrozenActors = new Cache<Player, SpatiallyPartitioned<FrozenActor>>(
         _ => new SpatiallyPartitioned<FrozenActor>(width, height, info.BinSize));
     partitionedActors = new SpatiallyPartitioned<Actor>(width, height, info.BinSize);
 }
コード例 #3
0
ファイル: ScreenMap.cs プロジェクト: Blackbird88/OpenRA
        public ScreenMap(World world, ScreenMapInfo info)
        {
            var ts     = Game.ModData.Manifest.TileSize;
            var width  = world.Map.MapSize.X * ts.Width;
            var height = world.Map.MapSize.Y * ts.Height;

            partitionedFrozenActors = new Cache <Player, SpatiallyPartitioned <FrozenActor> >(
                _ => new SpatiallyPartitioned <FrozenActor>(width, height, info.BinSize));
            partitionedActors = new SpatiallyPartitioned <Actor>(width, height, info.BinSize);
        }
コード例 #4
0
ファイル: ScreenMap.cs プロジェクト: SoftEngGroup/OpenRAGroup
        public ScreenMap(World world, ScreenMapInfo info)
        {
            var size   = world.Map.Grid.TileSize;
            var width  = world.Map.MapSize.X * size.Width;
            var height = world.Map.MapSize.Y * size.Height;

            partitionedFrozenActors = new Cache <Player, SpatiallyPartitioned <FrozenActor> >(
                _ => new SpatiallyPartitioned <FrozenActor>(width, height, info.BinSize));
            partitionedActors = new SpatiallyPartitioned <Actor>(width, height, info.BinSize);
        }
コード例 #5
0
ファイル: ScreenMap.cs プロジェクト: Generalcamo/OpenRA
        public ScreenMap(World world, ScreenMapInfo info)
        {
            this.info = info;
            cols = world.Map.MapSize.X * Game.CellSize / info.BinSize + 1;
            rows = world.Map.MapSize.Y * Game.CellSize / info.BinSize + 1;

            frozen = new Cache<Player, Dictionary<FrozenActor, Rectangle>[]>(InitializeFrozenActors);
            actors = new Dictionary<Actor, Rectangle>[rows * cols];
            for (var j = 0; j < rows; j++)
                for (var i = 0; i < cols; i++)
                    actors[j * cols + i] = new Dictionary<Actor, Rectangle>();
        }
コード例 #6
0
ファイル: ScreenMap.cs プロジェクト: JackKucan/OpenRA
		public ScreenMap(World world, ScreenMapInfo info)
		{
			this.info = info;
			var ts = Game.modData.Manifest.TileSize;
			cols = world.Map.MapSize.X * ts.Width / info.BinSize + 1;
			rows = world.Map.MapSize.Y * ts.Height / info.BinSize + 1;

			frozen = new Cache<Player, Dictionary<FrozenActor, Rectangle>[]>(InitializeFrozenActors);
			actors = new Dictionary<Actor, Rectangle>[rows * cols];
			for (var j = 0; j < rows; j++)
				for (var i = 0; i < cols; i++)
					actors[j * cols + i] = new Dictionary<Actor, Rectangle>();
		}
コード例 #7
0
ファイル: ScreenMap.cs プロジェクト: xbayrockx/OpenRA
        public ScreenMap(World world, ScreenMapInfo info)
        {
            this.info = info;
            cols      = world.Map.MapSize.X * Game.CellSize / info.BinSize + 1;
            rows      = world.Map.MapSize.Y * Game.CellSize / info.BinSize + 1;

            frozen = new Cache <Player, Dictionary <FrozenActor, Rectangle>[]>(InitializeFrozenActors);
            actors = new Dictionary <Actor, Rectangle> [rows * cols];
            for (var j = 0; j < rows; j++)
            {
                for (var i = 0; i < cols; i++)
                {
                    actors[j * cols + i] = new Dictionary <Actor, Rectangle>();
                }
            }
        }
コード例 #8
0
ファイル: ScreenMap.cs プロジェクト: voidAsterisk/OpenRA
        public ScreenMap(World world, ScreenMapInfo info)
        {
            this.info = info;
            var ts = Game.modData.Manifest.TileSize;

            cols = world.Map.MapSize.X * ts.Width / info.BinSize + 1;
            rows = world.Map.MapSize.Y * ts.Height / info.BinSize + 1;

            frozen = new Cache <Player, Dictionary <FrozenActor, Rectangle>[]>(InitializeFrozenActors);
            actors = new Dictionary <Actor, Rectangle> [rows * cols];
            for (var j = 0; j < rows; j++)
            {
                for (var i = 0; i < cols; i++)
                {
                    actors[j * cols + i] = new Dictionary <Actor, Rectangle>();
                }
            }
        }
コード例 #9
0
ファイル: ScreenMap.cs プロジェクト: zgrsgr/OpenRA-SC
        public ScreenMap(World world, ScreenMapInfo info)
        {
            var size   = world.Map.Grid.TileSize;
            var width  = world.Map.MapSize.X * size.Width;
            var height = world.Map.MapSize.Y * size.Height;

            partitionedMouseFrozenActors = new Cache <Player, SpatiallyPartitioned <FrozenActor> >(
                _ => new SpatiallyPartitioned <FrozenActor>(width, height, info.BinSize));
            partitionedMouseActors = new SpatiallyPartitioned <Actor>(width, height, info.BinSize);
            selectActorAndBounds   = a => partitionedMouseActorBounds[a];

            partitionedRenderableFrozenActors = new Cache <Player, SpatiallyPartitioned <FrozenActor> >(
                _ => new SpatiallyPartitioned <FrozenActor>(width, height, info.BinSize));
            partitionedRenderableActors  = new SpatiallyPartitioned <Actor>(width, height, info.BinSize);
            partitionedRenderableEffects = new SpatiallyPartitioned <IEffect>(width, height, info.BinSize);

            addOrUpdateFrozenActors = new Cache <Player, HashSet <FrozenActor> >(_ => new HashSet <FrozenActor>());
            removeFrozenActors      = new Cache <Player, HashSet <FrozenActor> >(_ => new HashSet <FrozenActor>());
        }