예제 #1
0
 // Ctor : provides specific cells and mode (combat or not)
 public PathFinder(IMapContext map, IEnumerable<Cell> cells, bool fight)
 {
     _map = map;
     _isInFight = fight;
     _cells = new CellInfo[_map.Cells.Count];
     foreach (Cell cell in cells)
         _cells[cell.Id] = new CellInfo(cell);
     PathPacker = new MapMovement(_cells);
 }
예제 #2
0
 // Ctor : provides Map and mode (combat or not). Beware, use a Fight context un fight, and a Map out of fights
 public PathFinder(IMapContext map, bool fight)
 {
     Debug.Assert(fight && map is Fight || !fight && map is IMap);
     _isInFight = fight;
     _map = map;
     _cells = new CellInfo[map.Cells.Count];
     for (int i = 0; i < map.Cells.Count; i++)
         _cells[i] = new CellInfo(map.Cells[i]);
     PathPacker = new MapMovement(_cells);
 }
예제 #3
0
 // Ctor : provides specific cells and mode (combat or not)
 public PathFinder(IMapContext map, IEnumerable <Cell> cells, bool fight)
 {
     _map       = map;
     _isInFight = fight;
     _cells     = new CellInfo[_map.Cells.Count];
     foreach (Cell cell in cells)
     {
         _cells[cell.Id] = new CellInfo(cell);
     }
     PathPacker = new MapMovement(_cells);
 }
예제 #4
0
 // Ctor : provides Map and mode (combat or not). Beware, use a Fight context un fight, and a Map out of fights
 public PathFinder(IMapContext map, bool fight)
 {
     Debug.Assert(fight && map is Fight || !fight && map is IMap);
     _isInFight = fight;
     _map       = map;
     _cells     = new CellInfo[map.Cells.Count];
     for (int i = 0; i < map.Cells.Count; i++)
     {
         _cells[i] = new CellInfo(map.Cells[i]);
     }
     PathPacker = new MapMovement(_cells);
 }