public void AddSquad(Squad squad) { if (!SquadExists(squad.name)) _squads.Add(squad.name, squad); }
public virtual void AddSquad(Squad squad) { Squads.Add(squad); }
public virtual void SetSquads(Squad[] squads) { Squads = new List<Squad>(squads); }
public virtual void RemoveSquads(Squad[] squads) { for (int i = 0; i < squads.Length; i++) { Squads.Remove(squads[i]); } }
public virtual void AddSquad(Squad[] squads) { Squads.AddRange(squads); }
public void LoadSquads() { if (GameServer.Instance.WorldLoaded) { string file = SaveFolder + "Units.json"; if (File.Exists(file)) { Squad.SquadSave[] saves = FileManager.LoadObject<Squad.SquadSave[]>(file, false); for (int i = 0; i < saves.Length; i++) { Squad unit = new Squad(this, saves[i]); squads.Add(unit.ident, unit); if (unit.atStructure) GameServer.Instance.Structures.GetStructure(unit.location).Squads.Add(unit); } } } }