/// <summary>Reads all objects. </summary> private void LoadAllObjects(MapFile mf) { // import tiles foreach (var iso in mf.Tiles) _tiles[iso.Dx, iso.Dy / 2] = new MapTile(iso.Dx, iso.Dy, iso.Rx, iso.Ry, iso.Z, iso.TileNum, iso.SubTile, _tiles); // import terrain foreach (var terr in mf.Terrains) { var t = new TerrainObject(terr.Name); _terrainObjects.Add(t); _tiles.GetTile(terr.Tile).AddObject(t); } // import smudges foreach (var sm in mf.Smudges) { var s = new SmudgeObject(sm.Name); _tiles.GetTile(sm.Tile).AddObject(s); _smudgeObjects.Add(s); } // import overlays foreach (var o in mf.Overlays) { var ovl = new OverlayObject(o.OverlayID, o.OverlayValue); _tiles.GetTile(o.Tile).AddObject(ovl); _overlayObjects.Add(ovl); } // import infantry foreach (var i in mf.Infantries) { var inf = new InfantryObject(i.Owner, i.Name, i.Health, i.Direction, i.OnBridge); _tiles.GetTile(i.Tile).AddObject(inf); _infantryObjects.Add(inf); } foreach (var u in mf.Units) { var un = new UnitObject(u.Owner, u.Name, u.Health, u.Direction, u.OnBridge); _tiles.GetTile(u.Tile).AddObject(un); _unitObjects.Add(un); } foreach (var a in mf.Aircrafts) { var ac = new AircraftObject(a.Owner, a.Name, a.Health, a.Direction, a.OnBridge); _tiles.GetTile(a.Tile).AddObject(ac); _aircraftObjects.Add(ac); } foreach (var s in mf.Structures) { var str = new StructureObject(s.Owner, s.Name, s.Health, s.Direction); str.Upgrade1 = s.Upgrade1; str.Upgrade2 = s.Upgrade2; str.Upgrade3 = s.Upgrade3; _tiles.GetTile(s.Tile).AddObject(str); _structureObjects.Add(str); } }