void Instance_GameInitialization(object sender, GameInitEventArgs e) { PlayerInfo pi = ClientPlayerInfo.Player; PositionData[] aPd = e.gameInitInfo; foreach (PositionData pd in aPd) { //TODO: get info //_currPlayer = _sim.Players[pd.PlayerId]; Player p = _sim.Players[pd.PlayerId]; ObjectID mcvID = new ObjectID(p.Id, p.GenerateObjectID()); InfoLog.WriteInfo(mcvID.ToString() + " for MVC", EPrefix.GObj); UnitMCV mcv = new UnitMCV(mcvID, GlobalSettings.Wrapper.MCVs[0], new Position(pd.X, _sim.Map.Height - pd.Y - 1), _sim.Map, this._sim); p.AddUnit(mcv); _sim.ClearFogOfWar(mcv); // vjust for fun ;p ObjectID tankID = new ObjectID(p.Id, p.GenerateObjectID()); UnitTank u = new UnitTank(tankID, GlobalSettings.Wrapper.Tanks[0], new Position((short)((pd.X + 1) % _sim.Map.Width), _sim.Map.Height - pd.Y - 1), this._sim.Map, this._sim); InfoLog.WriteInfo(tankID.ToString() + " for tank: " + u.TypeID, EPrefix.GObj); p.AddUnit(u); _sim.ClearFogOfWar(u); // ^ //this.sim.Map.Units[u.Position.X, u.Position.Y].AddLast(u); } this._sim.StartSimulation(); this._sim.DoTurn(1); }
void Instance_GameInitialization(object sender, GameInitEventArgs e) { //Jeœli nie bêdzie jednostki to siê samo nie wycentruje List <Unit> units = _gameLogic.CurrentPlayer.GetAllUnits(); if (units.Count == 0) { return; } GameGraphics.centerOn(units[0].Position); }