Пример #1
0
        public static void LoadMetadata(Level lvl)
        {
            try {
                string propsPath = LevelInfo.PropsPath(lvl.MapName);
                if (lvl.Config.Load(propsPath))
                {
                    lvl.SetPhysics(lvl.Config.Physics);
                }
                else
                {
                    Logger.Log(LogType.ConsoleMessage, ".properties file for level {0} was not found.", lvl.MapName);
                }
            } catch (Exception e) {
                Logger.LogError(e);
            }
            lvl.BlockDB.Cache.Enabled = lvl.Config.UseBlockDB;

            string blockDefsPath = Paths.MapBlockDefs(lvl.MapName);

            BlockDefinition[] defs = BlockDefinition.Load(blockDefsPath);
            for (int b = 0; b < defs.Length; b++)
            {
                if (defs[b] == null)
                {
                    continue;
                }
                lvl.UpdateCustomBlock((BlockID)b, defs[b]);
            }

            lvl.UpdateBlockProps();
            lvl.UpdateAllBlockHandlers();
        }
Пример #2
0
        public static void LoadMetadata(Level lvl)
        {
            lvl.Config.JailX    = (ushort)(lvl.spawnx * 32);
            lvl.Config.JailY    = (ushort)(lvl.spawny * 32);
            lvl.Config.JailZ    = (ushort)(lvl.spawnz * 32);
            lvl.Config.jailrotx = lvl.rotx;
            lvl.Config.jailroty = lvl.roty;

            try {
                string propsPath    = LevelInfo.PropsPath(lvl.MapName);
                bool   propsExisted = lvl.Config.Load(propsPath);

                if (propsExisted)
                {
                    lvl.SetPhysics(lvl.Config.Physics);
                }
                else
                {
                    Logger.Log(LogType.ConsoleMessage, ".properties file for level {0} was not found.", lvl.MapName);
                }

                // Backwards compatibility for older levels which had .env files.
                string envPath = "levels/level properties/" + lvl.MapName + ".env";
                lvl.Config.Load(envPath);
            } catch (Exception e) {
                Logger.LogError(e);
            }
            lvl.BlockDB.Cache.Enabled = lvl.Config.UseBlockDB;

            BlockDefinition[] defs = BlockDefinition.Load(false, lvl.MapName);
            for (int b = 0; b < defs.Length; b++)
            {
                if (defs[b] == null)
                {
                    continue;
                }
                lvl.UpdateCustomBlock((BlockID)b, defs[b]);
            }

            lvl.UpdateBlockProps();
            lvl.UpdateBlockHandlers();
        }
Пример #3
0
        public static void LoadMetadata(Level lvl)
        {
            try {
                string propsPath    = LevelInfo.PropertiesPath(lvl.MapName);
                bool   propsExisted = LevelConfig.Load(propsPath, lvl.Config);

                if (propsExisted)
                {
                    lvl.setPhysics(lvl.Config.Physics);
                }
                else
                {
                    Logger.Log(LogType.ConsoleMessage, ".properties file for level {0} was not found.", lvl.MapName);
                }

                // Backwards compatibility for older levels which had .env files.
                string envPath = "levels/level properties/" + lvl.MapName + ".env";
                LevelConfig.Load(envPath, lvl.Config);
            } catch (Exception e) {
                Logger.LogError(e);
            }
            lvl.BlockDB.Cache.Enabled = lvl.Config.UseBlockDB;

            BlockDefinition[] defs = BlockDefinition.Load(false, lvl);
            for (int i = 0; i < defs.Length; i++)
            {
                if (defs[i] == null)
                {
                    continue;
                }
                lvl.UpdateCustomBlock((byte)i, defs[i]);
            }

            lvl.UpdateBlockProps();
            lvl.UpdateBlockHandlers();
        }