public DeathmatchMap(string GameMode) : this() { CursorPosition = new Vector3(9, 13, 0); CursorPositionVisible = CursorPosition; ListTileSet = new List <Texture2D>(); ListTilesetPreset = new List <Terrain.TilesetPreset>(); CameraPosition = Vector3.Zero; ActiveSquadIndex = -1; switch (GameMode) { case "": GameRule = new SinglePlayerGameRule(this); break; case "Classic": GameRule = new ClassicMPGameRule(this); break; case "Campaign": GameRule = new CampaignGameRule(this); break; case "Horde": GameRule = new HordeGameRule(this); break; case "Deathmatch": GameRule = new HordeGameRule(this); break; } }
public DeathmatchMap(DeathmatchContext GlobalBattleContext) : base() { this.GlobalBattleContext = GlobalDeathmatchContext = GlobalBattleContext; GlobalDeathmatchContext.Map = this; GameRule = new SinglePlayerGameRule(this); ListActionMenuChoice = new ActionPanelHolderDeathmatch(this); ActiveParser = new DeathmatchFormulaParser(this); ActivePlayerIndex = 0; ListPlayer = new List <Player>(); ListLocalPlayerInfo = new List <Player>(); RequireFocus = false; RequireDrawFocus = true; Pathfinder = new MovementAlgorithmDeathmatch(this); ListDelayedAttack = new List <DelayedAttack>(); ListPERAttack = new List <PERAttack>(); ListTerrainType = new List <string>(); ListTerrainType.Add(UnitStats.TerrainAir); ListTerrainType.Add(UnitStats.TerrainLand); ListTerrainType.Add(UnitStats.TerrainSea); ListTerrainType.Add(UnitStats.TerrainSpace); ListTerrainType.Add(UnitStats.TerrainWall); ListTerrainType.Add(UnitStats.TerrainVoid); }