public GObject_Actors_RefList(Vector2 sector_index) { this.container_index = sector_index; all = new RefList_DataStructure <GActor> (); environmental = new RefList_DataStructure <GActor> [2]; environmental[(int)BOOL_YN.NO] = new RefList_DataStructure <GActor> (); environmental[(int)BOOL_YN.YES] = new RefList_DataStructure <GActor> (); NPCs = new RefList_DataStructure <GActor> [2]; NPCs[(int)BOOL_YN.NO] = new RefList_DataStructure <GActor> (); NPCs[(int)BOOL_YN.YES] = new RefList_DataStructure <GActor> (); }
public GObject_Structures_RefList(Vector2 tile_index) { this.container_index = tile_index; all = new RefList_DataStructure <GStructure> (); interactive = new RefList_DataStructure <GStructure> [2]; interactive[(int)BOOL_YN.NO] = new RefList_DataStructure <GStructure> (); interactive[(int)BOOL_YN.YES] = new RefList_DataStructure <GStructure> (); movable = new RefList_DataStructure <GStructure> [2]; movable[(int)BOOL_YN.NO] = new RefList_DataStructure <GStructure> (); movable[(int)BOOL_YN.YES] = new RefList_DataStructure <GStructure> (); environmental = new RefList_DataStructure <GStructure> [2]; environmental[(int)BOOL_YN.NO] = new RefList_DataStructure <GStructure> (); environmental[(int)BOOL_YN.YES] = new RefList_DataStructure <GStructure> (); }
public GObject_Items_RefList(Vector2 tile_index) { this.container_index = tile_index; all = new RefList_DataStructure <GItem> (); }