private void LoadGates(TerrainDefinition definition) { foreach (DataRow row in definition.GateTable.Rows) { AddGate((Vector3)row["Position"], (Vector3)row["Orientation"], (int)row["SequenceNr"], (int)row["Type"]); } }
private void LoadWeather(TerrainDefinition definition) { foreach (DataRow row in definition.ThermalTable.Rows) { owner.Weather.Wind.AddThermalSource((Vector3)row["Position"], (float)row["Strength"], (float)row["Size"]); } }
private void LoadWater(TerrainDefinition definition) { foreach (DataRow row in definition.WaterTable.Rows) { waters.Add(new Water((Vector3)row["Position"], (float)row["Size"])); } }
public void LoadTrees(Heightmap heightMap, TerrainDefinition definition) { foreach (DataRow treeRow in definition.TreeTable.Rows) { Vector3 position = (Vector3)treeRow["Position"]; AddTree(position.X, heightMap.GetHeightAt(position.X, position.Z), position.Z); } }
private void LoadWindmills(TerrainDefinition definition) { foreach (DataRow millRow in definition.WindmillTable.Rows) { AddObject(TerrainDefinition.ObjectTypeEnum.Windmill, (Vector3)millRow["Position"], new Vector3(), null); } }
private void LoadSimpleSmallTrees(TerrainDefinition definition) { foreach (DataRow treeRow in definition.SimpleSmallTreeTable.Rows) { AddObject(TerrainDefinition.ObjectTypeEnum.SimpleSmallTree, (Vector3)treeRow["Position"], new Vector3(), null); } }
private void LoadDynamicScenery(TerrainDefinition definition) { tractor = new Tractor(); foreach (DataRow flagRow in definition.FlagTable.Rows) { AddObject(TerrainDefinition.ObjectTypeEnum.Flag, (Vector3)flagRow["Position"], new Vector3(), null); } Flag.SetSky(Program.Instance.SunPosition, Program.Instance.AmbientLightColor, Program.Instance.SunLightColor, terrainAmbient, terrainSun); }
private void LoadSceneryObjects(TerrainDefinition definition) { foreach (DataRow objectRow in definition.ObjectTable.Rows) { AddObject( TerrainDefinition.ObjectTypeEnum.SceneryObject, (Vector3)objectRow["Position"], (Vector3)objectRow["Orientation"], (string)objectRow["FileName"]); } }
public void LoadDefinition(string fileName) { FinalizeScenery(); parameters = new SceneryParameters(); parameters.ReadParameters(fileName); if (parameters.DefinitionFile != null) { definition = new TerrainDefinition(); definition.Load(parameters.SceneryFolder + parameters.DefinitionFile); } Initialize(); }