public MapSdk(string directory) { #region initialize props CollectionColorArea = new CollectionAreaColor(); CollectionColorMountains = new CollectionAreaColorMountains(); CollectionAreaItems = new CollectionAreaItems(); CollectionAreaItemsCoasts = new CollectionAreaTransitionItemCoast(); CollectionAreaTransitionItems = new CollectionAreaTransitionItems(); CollectionAreaTexture = new CollectionAreaTexture(); CollectionAreaTransitionTexture = new CollectionAreaTransitionTexture(); CollectionAreaTransitionCliffTexture = new CollectionAreaTransitionCliffTexture(); #endregion #region initialize Factories Factories = new List <Factory>(); FactoryColor = new FactoryColorArea(Path.Combine(directory, "color_area.txt")); Factories.Add(FactoryColor); FactoryCoast = new FactoryCoast(Path.Combine(directory, "color_coast.txt")); Factories.Add(FactoryCoast); FactoryMountains = new FactoryMountains(Path.Combine(directory, "color_mntn.txt")); Factories.Add(FactoryMountains); FactoryItems = new FactoryItems(Path.Combine(directory, "items.txt")); Factories.Add(FactoryItems); FactoryItemCoasts = new FactoryItemCoasts(Path.Combine(directory, "ite_tex_coast.txt")); Factories.Add(FactoryItemCoasts); FactorySmoothItems = new FactorySmoothItems(Path.Combine(directory, "items_smooth.txt")); Factories.Add(FactorySmoothItems); FactoryTextureArea = new FactoryTextureArea(Path.Combine(directory, "texture_area.txt")); Factories.Add(FactoryTextureArea); FactoryTextureSmooth = new FactoryTextureSmooth(Path.Combine(directory, "texture_smooth.txt")); Factories.Add(FactoryTextureSmooth); FactoryCliff = new FactoryCliff(Path.Combine(directory, "texture_cliff.txt")); Factories.Add(FactoryCliff); #endregion }
public AreaTextures() { Index = 0; List = new ObservableCollection <int>(); AreaTransitionTexture = new CollectionAreaTransitionTexture(); CollectionAreaItems = new CollectionAreaTransitionItems(); Name = ""; }
public AreaTextures() { Index = 0; List = new ObservableCollection<int>(); AreaTransitionTexture=new CollectionAreaTransitionTexture(); CollectionAreaItems=new CollectionAreaTransitionItems(); Name = ""; }
protected AreaTextures(System.Runtime.Serialization.SerializationInfo info, System.Runtime.Serialization.StreamingContext context) { List = new ObservableCollection <int>(Deserialize(() => List, info)); Name = Deserialize(() => Name, info); Index = Deserialize(() => Index, info); try { AreaTransitionTexture = Deserialize(() => AreaTransitionTexture, info); CollectionAreaItems = Deserialize(() => CollectionAreaItems, info); } catch (Exception) { CollectionAreaItems = new CollectionAreaTransitionItems(); AreaTransitionTexture = new CollectionAreaTransitionTexture(); } }
protected AreaTextures(System.Runtime.Serialization.SerializationInfo info, System.Runtime.Serialization.StreamingContext context) { List = new ObservableCollection<int>(Deserialize(()=>List,info)); Name = Deserialize(() => Name, info); Index = Deserialize(() => Index, info); try { AreaTransitionTexture = Deserialize(() => AreaTransitionTexture, info); CollectionAreaItems = Deserialize(() => CollectionAreaItems, info); } catch (Exception) { CollectionAreaItems = new CollectionAreaTransitionItems(); AreaTransitionTexture=new CollectionAreaTransitionTexture(); } }
public MapSdk() { #region initialize props CollectionColorArea = new CollectionAreaColor(); CollectionColorMountains = new CollectionAreaColorMountains(); CollectionColorCoast = new CollectionAreaColor(); CollectionAreaItems = new CollectionAreaItems(); CollectionAreaItemsCoasts = new CollectionAreaTransitionItemCoast(); CollectionAreaTransitionItems = new CollectionAreaTransitionItems(); CollectionAreaTexture = new CollectionAreaTexture(); CollectionAreaTransitionTexture = new CollectionAreaTransitionTexture(); CollectionAreaTransitionCliffTexture = new CollectionAreaTransitionCliffTexture(); #endregion }
public override void Cleanup() { _transList = null; _selected = null; _cloned = null; }
public FactoryTextureSmooth(string filelocation) : base(filelocation) { Smooth = new CollectionAreaTransitionTexture(); }