/// <summary> /// Sets the unit map for referencing later on. This is required because the map is created /// after the director so it cannot be included in the constructor. /// </summary> internal void SetMap(ref Map.Map map) { mUnitMap = new UnitMap((int)map.GetMeasurements().X, (int)map.GetMeasurements().Y); mMap = map; mSelectedGroup = new FlockingGroup(ref mDirector, ref mMap); mGroups.Add(mSelectedGroup); }
public void ReloadSetMap(ref Map.Map map) { mMap = map; mUnitMap = new UnitMap((int)map.GetMeasurements().X, (int)map.GetMeasurements().Y); mSelectedGroup = new FlockingGroup(ref mDirector, ref mMap); foreach (var funit in mFriendlyMilitary) { mUnitMap.AddUnit(funit); } //This list includes every platform foreach (var platform in mReconstructionList) { mUnitMap.AddUnit(platform); } foreach (var hunit in mHostileMilitary) { mUnitMap.AddUnit(hunit); } }