/// <summary> /// Renders the given save file entries to the map /// </summary> /// <param name="Entries">Save File Entries</param> /// <returns>Map</returns> public static Image RenderEntries(IEnumerable <SaveFileEntry> Entries, double factor = 1.0) { Init(); var Objects = new List <DrawObject>(); foreach (var P in Entries.Where(m => m.EntryType == OBJECT_TYPE.OBJECT)) { var O = new DrawObject(P, Color.Green, 2 * factor); //Change color according to object type if (P.ObjectData.Name.Contains("Build")) { O.ObjectColor = Color.Yellow; } if (P.ObjectData.Name.Contains("Node")) { O.ObjectColor = Color.Fuchsia; } if (P.ObjectData.Name.Contains("Foundation")) { O.ObjectColor = Color.DarkGray; } if (P.ObjectData.Name.Contains("Walkway")) { O.ObjectColor = Color.White; } Objects.Add(O); } //Enumerate players seperately because we want them bigger foreach (var P in Entries.Where(m => m.ObjectData.Name == "/Game/FactoryGame/Character/Player/Char_Player.Char_Player_C")) { Objects.Add(new DrawObject(P, Color.Red, 10 * factor)); } Log.Write("Map: Rendering {0} entries as {1} objects", Entries.Count(), Objects.Count); return(Render(Objects)); }
/// <summary> /// Gets a map with the item rendered on it /// </summary> /// <param name="Object">Item to render</param> /// <returns>Map</returns> /// <remarks>It's the users responsibility to dispose the image</remarks> public static Image Render(DrawObject Object) { Init(); return(Render(new DrawObject[] { Object })); }