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 MakeMapSDK(string directory) { #region initialize props ColorArea = new ColorAreas(); ColorMountains = new MountainsAreas(); Items = new ItemsAll(); ItemsCoasts = new CoastsAll(); Smooths = new SmoothsAll(); TextureArea = new TextureArea(); SmoothTextures = new SmoothTextures(); Cliffs = new Cliffs(); #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 void InitializeFactories(string directory) { #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 void InitializeFactories(string directory) { #region initialize Factories FolderLocation = directory; Factories = new List <Factory>(); try { FactoryColor = new FactoryColorArea(Path.Combine(directory, "color_area.txt")); } catch (Exception) { } if (FactoryColor != null) { Factories.Add(FactoryColor); } try { FactoryCoast = new FactoryCoast(Path.Combine(directory, "color_coast.txt")); } catch (Exception) { } if (FactoryCoast != null) { Factories.Add(FactoryCoast); } try { FactoryMountains = new FactoryMountains(Path.Combine(directory, "color_mntn.txt")); } catch (Exception) { } if (FactoryMountains != null) { Factories.Add(FactoryMountains); } try { FactoryItems = new FactoryItems(Path.Combine(directory, "items.txt")); } catch (Exception) { } if (FactoryItems != null) { Factories.Add(FactoryItems); } try { FactoryItemCoasts = new FactoryItemCoasts(Path.Combine(directory, "ite_tex_coast.txt")); } catch (Exception) { } if (FactoryItemCoasts != null) { Factories.Add(FactoryItemCoasts); } try { FactorySmoothItems = new FactorySmoothItems(Path.Combine(directory, "items_smooth.txt")); } catch (Exception) { } if (FactorySmoothItems != null) { Factories.Add(FactorySmoothItems); } try { FactoryTextureArea = new FactoryTextureArea(Path.Combine(directory, "texture_area.txt")); } catch (Exception) { } if (FactoryTextureArea != null) { Factories.Add(FactoryTextureArea); } try { FactoryTextureSmooth = new FactoryTextureSmooth(Path.Combine(directory, "texture_smooth.txt")); } catch (Exception) { } if (FactoryTextureSmooth != null) { Factories.Add(FactoryTextureSmooth); } try { FactoryCliff = new FactoryCliff(Path.Combine(directory, "texture_cliff.txt")); } catch (Exception) { } if (FactoryCliff != null) { Factories.Add(FactoryCliff); } #endregion }