/// <summary> /// Initializes a resource using tile as position /// </summary> /// <param id="entry">Entry defining the type of this game object</param> /// <param id="game">Game this game object is in</param> /// <param id="player">Owner of this game object</param> /// <param id="mapTiles">Tile where this game object is placed</param> public override void Initialize(EntryDb entry, WildmenGame game, Player player, Tile mapTile) { AssignUID(game); this.entry = (ResourceDb)entry; this.Amount = this.entry.InitialAmount; this.game = game; this.Owner = player; player.Assign(this); this.NearestTile = mapTile; this.MapPosition = mapTile.MapPosition; this.RecalculatePosition = true; }
/// <summary> /// Initializes this unit /// </summary> /// <param id="entry">Entry defining the type of this game object</param> /// <param id="game">Game this game object is in</param> /// <param id="player">Owner of this game object</param> /// <param id="mapPosition">Vector where this game object is placed</param> public override void Initialize(EntryDb entry, WildmenGame game, Player player, Vector2 mapPosition) { AssignUID(game); Logger.Log(string.Format("Unit #{0} initialized", this.ObjectUID), "Server update"); player.Assign(this); this.State = GameObjectState.Idle; this.Order = GameObjectOrder.Idle; this.game = game; this.Owner = player; this.entry = ((UnitDb)entry).Clone(); this.MapPosition = mapPosition; this.RecalculatePosition = true; this.IsMovable = true; this.Health = this.entry.Health; }
/// <summary> /// Initializes this instance and claims the tiles /// </summary> /// <param name="entry">Type of this building</param> /// <param name="game">The game this building is in</param> /// <param name="player">The owner of this building</param> /// <param name="baseTile">The base tile determining the position of this building</param> public override void Initialize(EntryDb entry, WildmenGame game, Player player, Tile baseTile) { AssignUID(game); Logger.Log(string.Format("Building #{0} initialized", this.ObjectUID), "Server update"); player.Assign(this); this.game = game; this.Owner = player; this.entry = (BuildingDb)entry; this.NearestTile = baseTile; ClaimTiles(baseTile); this.MapPosition = baseTile.MapPosition; this.RecalculatePosition = true; this.Health = this.entry.Health; this.Construction = 0; if (Construction >= this.entry.ConstructionAmount) { Completed(false); } }