internal Radar(Scene3D scene, AssetStore assetStore, MapCache mapCache) { _scene = scene; if (mapCache != null) { var mapPath = FileSystem.NormalizeFilePath(mapCache.Name); var basePath = Path.GetDirectoryName(mapPath) + "/" + Path.GetFileNameWithoutExtension(mapPath); // Minimap images drawn by an artist var mapArtPath = basePath + "_art.tga"; _miniMapTexture = assetStore.GuiTextures.GetByName(mapArtPath)?.Texture; if (_miniMapTexture == null) { // Fallback to minimap images generated by WorldBuilder mapArtPath = basePath + ".tga"; _miniMapTexture = assetStore.GuiTextures.GetByName(mapArtPath)?.Texture; } } _visibleItems = new RadarItemCollection(); _hiddenItems = new RadarItemCollection(); _radarEvents = new List <RadarEvent>(); // TODO: Bridges // TODO: Fog of war / shroud }
public GameContext( AssetLoadContext assetLoadContext, AudioSystem audioSystem, ParticleSystemManager particleSystems, ObjectCreationListManager objectCreationLists, Terrain.Terrain terrain, Navigation.Navigation navigation, Radar radar, Scene3D scene) { AssetLoadContext = assetLoadContext; AudioSystem = audioSystem; ParticleSystems = particleSystems; ObjectCreationLists = objectCreationLists; Terrain = terrain; Navigation = navigation; Radar = radar; Scene3D = scene; }