GetShipWithDesignID() публичный Метод

public GetShipWithDesignID ( int designID ) : Ship
designID int
Результат Ship
Пример #1
0
        public void Load(XElement fleet, FleetManager fleetManager, Empire empire, GameMain gameMain)
        {
            _empire         = empire;
            _galaxyX        = float.Parse(fleet.Attribute("X").Value);
            _galaxyY        = float.Parse(fleet.Attribute("Y").Value);
            _adjacentSystem = gameMain.Galaxy.GetStarWithID(int.Parse(fleet.Attribute("AdjacentSystem").Value));
            var travelNodes = fleet.Element("TravelNodes");

            if (travelNodes != null)
            {
                _travelNodes = new List <TravelNode>();
                StarSystem startingPlace = null;
                foreach (var travelNode in travelNodes.Elements())
                {
                    var destination = gameMain.Galaxy.GetStarWithID(int.Parse(travelNode.Attribute("Destination").Value));
                    if (startingPlace == null)
                    {
                        _travelNodes.Add(gameMain.Galaxy.GenerateTravelNode(_galaxyX, _galaxyY, destination));
                    }
                    else
                    {
                        _travelNodes.Add(gameMain.Galaxy.GenerateTravelNode(startingPlace, destination));
                    }
                    startingPlace = destination;
                }
            }
            foreach (var ship in fleet.Elements("Ship"))
            {
                AddShips(fleetManager.GetShipWithDesignID(int.Parse(ship.Attribute("ShipDesign").Value)), int.Parse(ship.Attribute("NumberOfShips").Value));
            }
            foreach (var transport in fleet.Elements("Transport"))
            {
                AddTransport(gameMain.RaceManager.GetRace(transport.Attribute("Race").Value), int.Parse(transport.Attribute("Count").Value));
            }
        }
Пример #2
0
 public void Load(XElement fleet, FleetManager fleetManager, Empire empire, GameMain gameMain)
 {
     _empire = empire;
     _galaxyX = float.Parse(fleet.Attribute("X").Value);
     _galaxyY = float.Parse(fleet.Attribute("Y").Value);
     _adjacentSystem = gameMain.Galaxy.GetStarWithID(int.Parse(fleet.Attribute("AdjacentSystem").Value));
     var travelNodes = fleet.Element("TravelNodes");
     if (travelNodes != null)
     {
         _travelNodes = new List<TravelNode>();
         StarSystem startingPlace = null;
         foreach (var travelNode in travelNodes.Elements())
         {
             var destination = gameMain.Galaxy.GetStarWithID(int.Parse(travelNode.Attribute("Destination").Value));
             if (startingPlace == null)
             {
                 _travelNodes.Add(gameMain.Galaxy.GenerateTravelNode(_galaxyX, _galaxyY, destination));
             }
             else
             {
                 _travelNodes.Add(gameMain.Galaxy.GenerateTravelNode(startingPlace, destination));
             }
             startingPlace = destination;
         }
     }
     foreach (var ship in fleet.Elements("Ship"))
     {
         AddShips(fleetManager.GetShipWithDesignID(int.Parse(ship.Attribute("ShipDesign").Value)), int.Parse(ship.Attribute("NumberOfShips").Value));
     }
     foreach (var transport in fleet.Elements("Transport"))
     {
         AddTransport(gameMain.RaceManager.GetRace(transport.Attribute("Race").Value), int.Parse(transport.Attribute("Count").Value));
     }
 }