// /// <summary> /// Reads an XML that contains the spawning scenarios and places them into the database. /// </summary> private void Load_SpawnScenarios() { string textData = ((TextAsset)Resources.Load("SpawnScenarios")).text; // XmlDocument xmlDoc = new XmlDocument(); xmlDoc.Load(new StringReader(textData)); string xmlPathPattern = "//SpawnScenarios/scenario"; XmlNodeList nodeList = xmlDoc.SelectNodes(xmlPathPattern); // everySpawnScenario = new Dictionary <string, SpawnScenario>(); // SpawnScenario ssN; foreach (XmlNode node in nodeList) { ssN = new SpawnScenario(); // ssN.name = node.FirstChild.InnerXml; foreach (XmlNode entry in node.SelectNodes("entry")) { XmlNode o = entry.FirstChild; // Debug.Log("Node is: " + o.Name + " (" + o.InnerXml + ")"); SpawnSequence sequence = QuerySpawnSequence(o.InnerXml); o = o.NextSibling; float xx = float.Parse(o.InnerXml); o = o.NextSibling; float yy = float.Parse(o.InnerXml); o = o.NextSibling; float timing = float.Parse(o.InnerXml); // Debug.Log(timing + " timing"); ssN.Add(new SpawnSequenceRunner(sequence, new Vector2(xx, yy)), timing); } // everySpawnScenario.Add(ssN.name, ssN); } foreach (SpawnScenario Q in everySpawnScenario.Values) { Debug.Log("Entry: " + Q.name); } }
public LevelInfo(string lay, SpawnScenario stage, List <Structure.StructureTypes> inven) { layout = lay; scenario = stage; turrets = inven; }