public Shroud(Actor self, ShroudInfo info) { this.self = self; this.info = info; map = self.World.Map; visibleCount = new CellLayer <short>(map); generatedShroudCount = new CellLayer <short>(map); explored = new CellLayer <bool>(map); }
public Shroud(Actor self, ShroudInfo info) { this.self = self; this.info = info; map = self.World.Map; visibleCount = new CellLayer<short>(map); generatedShroudCount = new CellLayer<short>(map); explored = new CellLayer<bool>(map); }
public ShroudRenderer(World world) { this.map = world.Map; shroudInfo = Rules.Info["player"].Traits.Get<ShroudInfo>(); sprites = new Sprite[map.MapSize.X, map.MapSize.Y]; fogSprites = new Sprite[map.MapSize.X, map.MapSize.Y]; // Force update on first render shroudHash = -1; }
public Shroud(Actor self, ShroudInfo info) { this.self = self; this.info = info; map = self.World.Map; passiveVisibleCount = new CellLayer <short>(map); visibleCount = new CellLayer <short>(map); generatedShroudCount = new CellLayer <short>(map); explored = new CellLayer <bool>(map); // Defaults to 0 = Shroud resolvedType = new CellLayer <ShroudCellType>(map); }
public Shroud(Actor self, ShroudInfo info) { this.self = self; this.info = info; map = self.World.Map; passiveVisibleCount = new CellLayer<short>(map); visibleCount = new CellLayer<short>(map); generatedShroudCount = new CellLayer<short>(map); explored = new CellLayer<bool>(map); // Defaults to 0 = Shroud resolvedType = new CellLayer<ShroudCellType>(map); }
public Shroud(Actor self, ShroudInfo info) { Info = info; this.self = self; map = self.World.Map; visibleCells = new int[map.MapSize.X, map.MapSize.Y]; exploredCells = new bool[map.MapSize.X, map.MapSize.Y]; foggedCells = new bool[map.MapSize.X, map.MapSize.Y]; self.World.ActorAdded += AddActor; self.World.ActorRemoved += RemoveActor; if (!info.Shroud) ExploredBounds = map.Bounds; }
public Shroud(Actor self, ShroudInfo info) { Info = info; this.self = self; map = self.World.Map; visibleCells = new int[map.MapSize.X, map.MapSize.Y]; exploredCells = new bool[map.MapSize.X, map.MapSize.Y]; foggedCells = new bool[map.MapSize.X, map.MapSize.Y]; self.World.ActorAdded += AddActor; self.World.ActorRemoved += RemoveActor; if (!info.Shroud) { ExploredBounds = map.Bounds; } }