public static void Generate( Town town ) { Map facet = Faction.Facet; TownDefinition def = town.Definition; if ( !CheckExistance( def.Monolith, facet, typeof( TownMonolith ) ) ) { TownMonolith mono = new TownMonolith( town ); mono.MoveToWorld( def.Monolith, facet ); mono.Sigil = new Sigil( town ); } if ( !CheckExistance( def.TownStone, facet, typeof( TownStone ) ) ) new TownStone( town ).MoveToWorld( def.TownStone, facet ); }
public static void Generate(Town town) { var facet = Faction.Facet; var def = town.Definition; if (!CheckExistence(def.Monolith, facet, typeof(TownMonolith))) { var mono = new TownMonolith(town); mono.MoveToWorld(def.Monolith, facet); mono.Sigil = new Sigil(town); } if (!CheckExistence(def.TownStone, facet, typeof(TownStone))) { new TownStone(town).MoveToWorld(def.TownStone, facet); } }
public static void Generate(Town town) { Map facet = Faction.Facet; TownDefinition def = town.Definition; if (!CheckExistance(def.Monolith, facet, typeof(TownMonolith))) { TownMonolith mono = new TownMonolith(town); mono.MoveToWorld(def.Monolith, facet); mono.Sigil = new Sigil(town); WeakEntityCollection.Add("factions", mono); WeakEntityCollection.Add("factions", mono.Sigil); } if (!CheckExistance(def.TownStone, facet, typeof(TownStone))) { TownStone stone = new TownStone(town); WeakEntityCollection.Add("factions", stone); stone.MoveToWorld(def.TownStone, facet); } }