private void World_Loaded(object sender, EventArgs e) { // dispose existing Distance buttons if (_items != null) { for (int i = 0; i < _items.Count; i++) { var ctl = _items[i]; if (ctl != null) { ctl.Dispose(); } } } // Add all units _items = new List <DistanceControl>(); float lastSpeed = 0; foreach (Unit unit in WorldUnits.Default) { if (unit.Speed != lastSpeed) { var ctl = new DistanceControl(this, unit); Controls.Add(ctl); _items.Add(ctl); } lastSpeed = unit.Speed; } SetSize(); // load default bullseye from settings /*if (World.Default.Settings.BullsEye != null) * { * _villageStart = World.Default.Settings.BullsEye; * }*/ }
private void World_Loaded(object sender, EventArgs e) { // dispose existing Distance buttons if (_items != null) { for (int i = 0; i < _items.Count; i++) { var ctl = _items[i]; if (ctl != null) { ctl.Dispose(); } } } // Add all units _items = new List<DistanceControl>(); float lastSpeed = 0; foreach (Unit unit in WorldUnits.Default) { if (unit.Speed != lastSpeed) { var ctl = new DistanceControl(this, unit); Controls.Add(ctl); _items.Add(ctl); } lastSpeed = unit.Speed; } SetSize(); // load default bullseye from settings /*if (World.Default.Settings.BullsEye != null) { _villageStart = World.Default.Settings.BullsEye; }*/ }