protected UnrealMap(UnrealMap map) : base(map) { FilePath = map.FilePath; title = map.title; author = map.author; song = map.song; Type = map.Type; // Duplicate actors sequentially; brushes and ownership will be handled correctly this way foreach (var actor in map.Actors) { AddActor(UnrealActorFactory.Duplicate(actor)); } }
/// <summary> /// Generates a complete T3D file starting from a map instance. /// </summary> public static string GenerateText(UnrealMap map) { var builder = new StringBuilder(); // Add header builder.AppendLine("Begin Map"); // Add all actors foreach (var actor in map.Actors) { builder.AppendLine(actor.Text); } // Add footer builder.AppendLine("End Map"); return(builder.ToString()); }
internal void RemoveOwner(UnrealMap map) { owners.Remove(map); }
// Taken care of by UnrealMap internal void AddOwner(UnrealMap map) { // Ensure that the newest owner is the latest item in the list owners.Remove(map); owners.Add(map); }