public MakeMapSDK() { #region initialize props ColorArea = new ColorAreas(); ColorMountains = new MountainsAreas(); ColorCoast = new ColorAreas(); Items = new ItemsAll(); ItemsCoasts = new CoastsAll(); Smooths = new SmoothsAll(); TextureArea = new TextureArea(); SmoothTextures = new SmoothTextures(); Cliffs = new Cliffs(); #endregion }
public MakeMapSDK(string directory) { #region initialize props ColorArea = new ColorAreas(); ColorMountains = new MountainsAreas(); Items = new ItemsAll(); ItemsCoasts = new CoastsAll(); Smooths = new SmoothsAll(); TextureArea = new TextureArea(); SmoothTextures = new SmoothTextures(); Cliffs = new Cliffs(); #endregion InitializeFactories(directory); }
public void Populate() { #region colorread FactoryColor.Read(); ColorArea = FactoryColor.Areas; FactoryCoast.Read(); ColorCoast = FactoryCoast.Area; FactoryMountains.Read(); ColorMountains = FactoryMountains.Mountains; #endregion #region items FactoryItems.Read(); Items = FactoryItems.Items; FactoryItemCoasts.Read(); ItemsCoasts = FactoryItemCoasts.CoastsAll; FactorySmoothItems.Read(); Smooths = FactorySmoothItems.SmoothsAll; #endregion #region Textures FactoryTextureArea.Read(); TextureArea = FactoryTextureArea.Textures; FactoryTextureSmooth.Read(); SmoothTextures = FactoryTextureSmooth.Smooth; FactoryCliff.Read(); Cliffs = FactoryCliff.Cliffs; #endregion }
public void LoadBinary(string folder) { BinaryFormatter bf = new BinaryFormatter(); List<object> objectfrom; using(var strema = new FileStream(Path.Combine(folder, "mapmaker.bin"),FileMode.Open)) { objectfrom = (List<object>)bf.Deserialize(strema); } ColorArea = (ColorAreas)objectfrom[0]; ColorCoast = (ColorAreas) objectfrom[1]; ColorMountains = (MountainsAreas)objectfrom[2]; Items = (ItemsAll) objectfrom[3]; ItemsCoasts = (CoastsAll)objectfrom[4]; Smooths = (SmoothsAll) objectfrom[5]; TextureArea = (TextureArea) objectfrom[6]; SmoothTextures = (SmoothTextures) objectfrom[7]; Cliffs = (Cliffs) objectfrom[8]; }
public MakeMapSDK(string directory) { #region initialize props ColorArea = new ColorAreas(); ColorMountains = new MountainsAreas(); Items = new ItemsAll(); ItemsCoasts = new CoastsAll(); Smooths = new SmoothsAll(); TextureArea = new TextureArea(); SmoothTextures = new SmoothTextures(); Cliffs = new Cliffs(); #endregion #region initialize Factories Factories = new List<Factory>(); FactoryColor = new FactoryColorArea(Path.Combine(directory, "color_area.txt")); Factories.Add(FactoryColor); FactoryCoast = new FactoryCoast(Path.Combine(directory, "color_coast.txt")); Factories.Add(FactoryCoast); FactoryMountains = new FactoryMountains(Path.Combine(directory, "color_mntn.txt")); Factories.Add(FactoryMountains); FactoryItems = new FactoryItems(Path.Combine(directory, "items.txt")); Factories.Add(FactoryItems); FactoryItemCoasts = new FactoryItemCoasts(Path.Combine(directory, "ite_tex_coast.txt")); Factories.Add(FactoryItemCoasts); FactorySmoothItems = new FactorySmoothItems(Path.Combine(directory, "items_smooth.txt")); Factories.Add(FactorySmoothItems); FactoryTextureArea = new FactoryTextureArea(Path.Combine(directory, "texture_area.txt")); Factories.Add(FactoryTextureArea); FactoryTextureSmooth = new FactoryTextureSmooth(Path.Combine(directory, "texture_smooth.txt")); Factories.Add(FactoryTextureSmooth); FactoryCliff = new FactoryCliff(Path.Combine(directory, "texture_cliff.txt")); Factories.Add(FactoryCliff); #endregion }
public FactoryTextureArea(string location) : base(location) { Textures = new TextureArea(); }