private void CreatePuzzleLevers() { // remove any existing puzzle levers RemovePuzzleLevers(); // generate a new key for the puzzle int len = leverdata.Length; if (8 == len) { // initialize new keymap byte[] keymap = new byte[len]; int ndx; byte code = 1; int newkey = 0; while (code <= 6) { ndx = Utility.Random(len); if (0 == keymap[ndx]) { keymap[ndx] = code++; newkey = newkey * 10 + ndx + 1; } } m_Key = newkey; // create the puzzle levers PrimevalLichPuzzleLever lever; int[] val; if (null == m_Levers) { m_Levers = new List <PrimevalLichPuzzleLever>(); } for (int i = 0; i < len; i++) { lever = new PrimevalLichPuzzleLever(keymap[i], this); if (null != lever) { val = leverdata[i]; lever.MoveToWorld(new Point3D(val[0], val[1], val[2]), Map.Felucca); lever.Hue = val[3]; m_Levers.Add(lever); } } } }
private void CreatePuzzleLevers() { // remove any existing puzzle levers this.RemovePuzzleLevers(); // generate a new key for the puzzle int len = leverdata.Length; if (8 == len) { // initialize new keymap byte[] keymap = new byte[len]; int ndx; byte code = 1; int newkey = 0; while (code <= 6) { ndx = Utility.Random(len); if (0 == keymap[ndx]) { keymap[ndx] = code++; newkey = newkey * 10 + ndx + 1; } } this.m_Key = newkey; // create the puzzle levers PrimevalLichPuzzleLever lever; int[] val; if (null == this.m_Levers) this.m_Levers = new List<PrimevalLichPuzzleLever>(); for (int i = 0; i < len; i++) { lever = new PrimevalLichPuzzleLever(keymap[i], this); if (null != lever) { val = leverdata[i]; lever.MoveToWorld(new Point3D(val[0], val[1], val[2]), Map.Felucca); lever.Hue = val[3]; this.m_Levers.Add(lever); } } } }