private int roadID; /// unique ID for road, use for picking and for searching concreate roads #endregion Fields #region Constructors public RoadModel() { roadID = ++counter; neighbour = new TownModel[2]; pathNode = new PathNode(); isBuild = false; playerOwner = null; goalRoad = false; }
private TownModel[] townNeighbour; /// two or 3 neighbours #endregion Fields #region Constructors public TownModel() { townID = ++counter; isBuild = false; roadNeighbour = new RoadModel[3]; townNeighbour = new TownModel[3]; hexaNeighbour = new HexaModel[3]; buildingKind = new BuildingKind[3]; building = new SpecialBuilding[3]; pathNode = new PathNode(); for (int loop1 = 0; loop1 < buildingKind.Length; loop1++) buildingKind[loop1] = BuildingKind.NoBuilding; //building[1] = BuildingKind.SourceBuilding; playerOwner = null; }