Пример #1
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 public LevelPathKey(LevelPathDefinition definition, Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3)
 {
     _definition = definition;
     this.p0     = p0;
     this.p1     = p1;
     this.p2     = p2;
     this.p3     = p3;
 }
Пример #2
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 public LevelPathKey(LevelPathDefinition definition, Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3)
 {
     _definition = definition;
     this.p0 = p0;
     this.p1 = p1;
     this.p2 = p2;
     this.p3 = p3;
 }
Пример #3
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 public LevelPathState(LevelPathDefinition definition, bool discovered)
 {
     _definition = definition;
     _discovered = discovered;
 }
Пример #4
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 public LevelPathState(LevelPathDefinition definition, bool discovered)
 {
     _definition = definition;
     _discovered = discovered;
 }
Пример #5
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        // Create world map manager
        private static WorldMapManager createWorldMapManager()
        {
            List<WorldMapDefinition> definitions = new List<WorldMapDefinition>();
            List<XElement> allWorldMapData = ResourceManager.worldMapResources;

            foreach (XElement worldMapData in allWorldMapData)
            {
                WorldMapDefinition worldMapDefinition = new WorldMapDefinition(worldMapData.Attribute("uid").Value, worldMapData.Attribute("texture_uid").Value, Loader.loadVector2("position", Vector2.Zero));

                foreach (XElement levelIconData in worldMapData.Elements("LevelIcon"))
                {
                    worldMapDefinition.levelIconDefinitions.Add(
                        new LevelIconDefinition(
                            worldMapDefinition,
                            levelIconData.Attribute("uid").Value,
                            levelIconData.Attribute("level_uid").Value,
                            levelIconData.Attribute("finished_texture_uid").Value,
                            levelIconData.Attribute("unfinished_texture_uid").Value,
                            levelIconData.Attribute("title").Value,
                            levelIconData.Attribute("description").Value,
                            Loader.loadVector2(levelIconData.Attribute("position"), Vector2.Zero)));
                }

                foreach (XElement levelPathData in worldMapData.Elements("LevelPath"))
                {
                    LevelPathDefinition levelPathDefinition = new LevelPathDefinition(
                        worldMapDefinition,
                        int.Parse(levelPathData.Attribute("id").Value),
                        levelPathData.Attribute("level_icon_a_uid").Value,
                        levelPathData.Attribute("level_icon_b_uid").Value);

                    foreach (XElement pathKeyData in levelPathData.Elements("PathKey"))
                    {
                        levelPathDefinition.pathKeys.Add(
                            new LevelPathKey(
                                levelPathDefinition,
                                Loader.loadVector2(pathKeyData.Attribute("p0"), Vector2.Zero),
                                Loader.loadVector2(pathKeyData.Attribute("p1"), Vector2.Zero),
                                Loader.loadVector2(pathKeyData.Attribute("p2"), Vector2.Zero),
                                Loader.loadVector2(pathKeyData.Attribute("p3"), Vector2.Zero)));
                    }

                    worldMapDefinition.levelPathDefinitions.Add(levelPathDefinition);
                }

                definitions.Add(worldMapDefinition);
            }

            return new WorldMapManager(definitions);
        }