private void SetupGame() { Info_Player.SetupAllArmy(); int playerid = 0; foreach (CommanderType com in CurrentGame.Commanders) { Info_Player player = new Info_Player(); { player.Commander = com; player.CommanderPath = Program.PATH_COMMANDER[com.ModelID]; } player.Initialise(); CurrentPlayers.Add(player); // Load their armies if (player.Commander.Armies != null) { foreach (ArmyType armytype in player.Commander.Armies) { Entity_PlayerArmy army = new Entity_PlayerArmy(); { army.Player = playerid; army.MoveToSystem(Galaxy.GetSystemByID(armytype.SystemPosition)); } player.Armies.Add(army); Scene.Instance.Add(army); } } // NOTE: Depends on player being in the CurrentPlayers list first // Load the owned systems from the json into the galaxy map if (player.Commander.OwnedSystems != null) { foreach (int systemid in player.Commander.OwnedSystems) { Entity_StarSystem system = Galaxy.GetSystemByID(systemid); system.SetOwner(playerid); } } playerid++; } // Temp testing RewardSelection(); }
private void FinishCards() { Info_Player.EndSetupArmy(Program.PATH_PA + "media/pa/units/"); }
private void ApplyCards(Info_Player player, List <string> commandercards, List <string> cards) { player.AddCommanderCards(commandercards); player.AddArmyCards(cards); }