public static void BuildLocal(GameState state, EngineLoadData eld, DirectoryInfo root, Dictionary<string, FileInfo> races) { // Copy Over All The Scripts foreach(KeyValuePair<string, ReflectedScript> kv in Scripts) state.Scripts.Add(kv.Key, kv.Value); // Load The Map BuildMap(state, eld.MapFile); BuildTeams(state, eld, races); state.UpdateActiveTeams(); // Hook Building Spawn Events To Collision Grid foreach(var team in (from t in state.activeTeams select t.Team)) { team.OnBuildingSpawn += state.CGrid.OnBuildingSpawn; } }
private static void BuildTeams(GameState state, EngineLoadData eld, Dictionary <string, FileInfo> races) { RTSTeam team; for (int i = 0; i < eld.Teams.Length; i++) { TeamInitOption res = eld.Teams[i]; if (res.InputType == RTSInputType.None) { continue; } team = new RTSTeam(i, res.InputType); team.ColorScheme = res.Colors; team.Race = RTSRaceParser.Parse(races[res.Race], state.Scripts); state.teams[i] = team; } }
public static void BuildLocal(GameState state, EngineLoadData eld, DirectoryInfo root, Dictionary <string, FileInfo> races) { // Copy Over All The Scripts foreach (KeyValuePair <string, ReflectedScript> kv in Scripts) { state.Scripts.Add(kv.Key, kv.Value); } // Load The Map BuildMap(state, eld.MapFile); BuildTeams(state, eld, races); state.UpdateActiveTeams(); // Hook Building Spawn Events To Collision Grid foreach (var team in (from t in state.activeTeams select t.Team)) { team.OnBuildingSpawn += state.CGrid.OnBuildingSpawn; } }
private static void BuildTeams(GameState state, EngineLoadData eld, Dictionary<string, FileInfo> races) { RTSTeam team; for(int i = 0; i < eld.Teams.Length; i++) { TeamInitOption res = eld.Teams[i]; if(res.InputType == RTSInputType.None) continue; team = new RTSTeam(i, res.InputType); team.ColorScheme = res.Colors; team.Race = RTSRaceParser.Parse(races[res.Race], state.Scripts); state.teams[i] = team; } }