/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { base.LoadContent(); backGround = Content.Load <Texture2D>("Backgrounds\\BG"); HouseGenerator.Load(Content); RandomManager.Initialise(); houses = HouseGenerator.GenerateHouse(mapRect, 1f, GraphicsDevice, Content); }
public static Building CreateBuilding(GenerationRandom genRan, out BuildingVoxels vox, BuildingGenerationPlan plan) { Vec2i zero = new Vec2i(0, 0); int maxWidth = (plan.DesiredSize == null || plan.DesiredSize == zero) ?Mathf.Min(plan.BuildingPlan.MaxSize, plan.MaxWidth): plan.DesiredSize.x; int maxHeight = (plan.DesiredSize == null || plan.DesiredSize == zero)? Mathf.Min(plan.BuildingPlan.MaxSize, plan.MaxHeight) : plan.DesiredSize.z; int width = genRan.RandomInt(plan.BuildingPlan.MinSize, maxWidth); int height = genRan.RandomInt(plan.BuildingPlan.MinSize, maxHeight); if (plan.BuildingPlan == Building.BLACKSMITH) { Blacksmith smith = BlacksmithGenerator.GenerateBlacksmith(genRan, new Blacksmith(width, height), out vox, plan); return(smith); } if (plan.BuildingPlan == Building.BARACKS) { Barracks barr = BarracksGenerator.GenerateBarracks(genRan, new Barracks(width, height), out vox, plan); return(barr); } if (plan.BuildingPlan == Building.TAVERN) { return(TavernGenerator.GenerateTavern(genRan, new Tavern(width, height), out vox, plan)); } if (plan.BuildingPlan == Building.VEGFARM) { Farm farm = FarmGenerator.GenerateVegFarm(genRan, new Farm(width, height), out vox, plan); return(farm); } if (plan.BuildingPlan == Building.WHEATFARM) { Farm farm = FarmGenerator.GenerateWheatFarm(genRan, new Farm(width, height), out vox, plan); return(farm); } House house = HouseGenerator.GenerateHouse(genRan, new House(width, height), out vox, plan); return(house); //return GenerateHouse(out vox, width, height); }