public void AddGang(Gang gang) { if (!GangInfos.ContainsKey(gang.ID)) { GangInfos.Add(gang.ID, gang); } }
public void Initialize() { Gang gang = new Gang(); gang.TheColor = GangColor.Blue; gang.Location = new Vector3(-5, 0, -5); gang.AddSoldierInfo(100010, 20); gang.AddSoldierInfo(100010, 20); //gang.AddSoldierInfo(100012, 15); //gang.AddSoldierInfo(100012, 30); //gang.AddSoldierInfo(100012, 30); gang.Initialize(); foreach (var tent in gang.TheArmy.Tents) { tent.MoveTo(gang.Location); } AddGang(gang); CurGang = gang; //CurGang.Economic.SetSelected(); Gang testGang = new Gang(); testGang.TheColor = GangColor.Red; testGang.Location = new Vector3(30, 0, 30); testGang.AddSoldierInfo(100010, 36); //testGang.AddSoldierInfo(100010 25); //testGang.AddSoldierInfo(100010, 25); testGang.Initialize(); AddGang(testGang); foreach (var tent in testGang.TheArmy.Tents) { tent.MoveTo(testGang.Location); } AddGangsEnemy(gang.ID, testGang.ID); }