public Blueprint(int width, int height) { this.Width = width; this.Height = height; var numTiles = width * height; this.WallComp = new WallComponent(); WallComp.blueprint = this; this.RoofComp = new RoofComponent(this); this.FloorGeom = new _3DFloorGeometry(this); if (WorldConfig.Current.Shadow3D || FSOEnvironment.Enable3D) { this.WCRC = new WallComponentRC(); WCRC.blueprint = this; } RoomColors = new Color[65536]; this.WallsAt = new List <int> [Stories]; this.Walls = new WallTile[Stories][]; this.RoomMap = new uint[Stories][]; this.Floors = new FloorTile[Stories][]; for (int i = 0; i < Stories; i++) { this.WallsAt[i] = new List <int>(); this.Walls[i] = new WallTile[numTiles]; this.Floors[i] = new FloorTile[numTiles]; } this.Cutaway = new bool[numTiles]; this.Weather = new WeatherController(this); }
public Blueprint(int width, int height) { this.Width = width; this.Height = height; var numTiles = width * height; this.WallComp = new WallComponent(); WallComp.blueprint = this; this.FloorComp = new FloorComponent(); FloorComp.blueprint = this; this.RoofComp = new RoofComponent(this); RoomColors = new Color[65536]; this.WallsAt = new List <int> [Stories]; this.Walls = new WallTile[Stories][]; this.RoomMap = new uint[Stories][]; this.Floors = new FloorTile[Stories][]; for (int i = 0; i < Stories; i++) { this.WallsAt[i] = new List <int>(); this.Walls[i] = new WallTile[numTiles]; this.Floors[i] = new FloorTile[numTiles]; } this.Cutaway = new bool[numTiles]; }