public static void OnLoad() { foreach (RenderableBuilding b in Buildings.Values) { b.Dispose(); } Buildings.Clear(); foreach (RenderablePlot p in Plots.Values) { p.Dispose(); } Plots.Clear(); foreach (Plot p in Haswell.Controller.City.Grid) { if (p.Building != null) { if (p.Building is Road) { Buildings[p.Building] = new RenderableRoad((Road)p.Building); } else { Buildings[p.Building] = new RenderableBuilding(p.Building); } } Plots[p] = new RenderablePlot(p); Plots[p].Create(SceneMgr, cityNode); } GameConsole.ActiveInstance.WriteLine("Game Loaded."); GuiMgr.AddInfoPopup("Game Loaded."); }
public void UpdateMap(GameData gameData) { if (PositionHasBeenSet) { Characters.Clear(); Buildings.Clear(); for (int i = 0; i < gameData.Sprites.Count(); i++) { if (gameData.Sprites[i].MiniMapTexture != null) { Vector2 miniMapPos = new Vector2(gameData.Sprites[i].Bounds.X, gameData.Sprites[i].Bounds.Y); miniMapPos = miniMapPos * Ratio; //Scale the position down to the minimap size miniMapPos += PositionUpperLeft; //Move the position to the correct location of the screen miniMapPos -= new Vector2((gameData.Sprites[i].MiniMapTexture.Width * gameData.Sprites[i].MiniMapScale) / 2, (gameData.Sprites[i].MiniMapTexture.Height * gameData.Sprites[i].MiniMapScale) / 2); //Move the position to upperleft corner. The SpriteBase holds the position of the center if (gameData.Sprites[i].IsMovable) { Characters.Add(new MinimapObject() { Texture = gameData.Sprites[i].MiniMapTexture, Color = gameData.Sprites[i].Color, Position = miniMapPos, Scale = gameData.Sprites[i].MiniMapScale, Opacity = gameData.Sprites[i].MiniMapOpacity }); } else { Buildings.Add(new MinimapObject() { Texture = gameData.Sprites[i].MiniMapTexture, Color = gameData.Sprites[i].Color, Position = miniMapPos, Scale = gameData.Sprites[i].MiniMapScale, Opacity = gameData.Sprites[i].MiniMapOpacity }); } } } } }
internal static void Reset() { Initalized = false; Buildings.Clear(); Followers.Clear(); AvailableMissions.Clear(); CompletedMissionIds.Clear(); }
public virtual void sortBuildingList() { BIMBuilding[] arrayOfBIMBuilding = (BIMBuilding[])Buildings.ToArray(); Arrays.sort(arrayOfBIMBuilding, new ComparatorAnonymousInnerClass(this)); Buildings.Clear(); foreach (BIMBuilding bIMBuilding in arrayOfBIMBuilding) { bIMBuilding.sortStoreys(); Buildings.Add(bIMBuilding); } }
/// <summary> /// Removes all light objects. /// </summary> public void Clear() { WaterPlanes.Clear(); Objects.Clear(); NPCs.Clear(); Buildings.Clear(); Sounds.Clear(); Effects.Clear(); Animations.Clear(); MonsterSpawns.Clear(); WarpPoints.Clear(); CollisionObjects.Clear(); EventObjects.Clear(); }
public static void ClearDictionaries() { States.Clear(); Continents.Clear(); PopTypes.Clear(); Goods.Clear(); CountryTags.Clear(); Religions.Clear(); Cultures.Clear(); CultureGroups.Clear(); Ideologies.Clear(); Buildings.Clear(); PolicyGroups.Clear(); SubPolicies.Clear(); Schools.Clear(); Techs.Clear(); Inventions.Clear(); Units.Clear(); Governments.Clear(); Crimes.Clear(); EventModifiers.Clear(); NationalValues.Clear(); Terrain.Clear(); States = null; Continents = null; PopTypes = null; Goods = null; CountryTags = null; Religions = null; Cultures = null; CultureGroups = null; Ideologies = null; Buildings = null; PolicyGroups = null; SubPolicies = null; Schools = null; Techs = null; Inventions = null; Units = null; Governments = null; Crimes = null; EventModifiers = null; NationalValues = null; Terrain = null; }
public void UpdateMap(GameData gameData, Rectangle viewPortSize) { if (PositionHasBeenSet) { ViewPort = new Rectangle((int)(viewPortSize.X * Ratio.X + PositionUpperLeft.X), (int)(viewPortSize.Y * Ratio.Y + PositionUpperLeft.Y), (int)(viewPortSize.Width * Ratio.X), (int)(viewPortSize.Height * Ratio.Y)); int viewPortThickness = 1; ViewPortLeft = new Rectangle(ViewPort.X - viewPortThickness, ViewPort.Y - viewPortThickness, viewPortThickness, ViewPort.Height + (viewPortThickness * 2)); ViewPortRight = new Rectangle(ViewPort.Right + viewPortThickness, ViewPort.Y - viewPortThickness, viewPortThickness, ViewPort.Height + (viewPortThickness * 2)); ViewPortTop = new Rectangle(ViewPort.X - viewPortThickness, ViewPort.Y - viewPortThickness, ViewPort.Width + (viewPortThickness * 2), viewPortThickness); ViewPortBottom = new Rectangle(ViewPort.X - viewPortThickness, ViewPort.Y + ViewPort.Height + viewPortThickness, ViewPort.Width + (viewPortThickness * 2), viewPortThickness); Characters.Clear(); Buildings.Clear(); for (int i = 0; i < gameData.Sprites.Count(); i++) { if (gameData.Sprites[i].MiniMapTexture != null) { Vector2 miniMapPos = new Vector2(gameData.Sprites[i].Bounds.X, gameData.Sprites[i].Bounds.Y); miniMapPos = miniMapPos * Ratio; //Scale the position down to the minimap size miniMapPos += PositionUpperLeft; //Move the position to the correct location of the screen miniMapPos -= new Vector2((gameData.Sprites[i].MiniMapTexture.Width * gameData.Sprites[i].MiniMapScale) / 2, (gameData.Sprites[i].MiniMapTexture.Height * gameData.Sprites[i].MiniMapScale) / 2); //Move the position to upperleft corner. The SpriteBase holds the position of the center if (gameData.Sprites[i].IsMovable) { Characters.Add(new MinimapObject() { Texture = gameData.Sprites[i].MiniMapTexture, Color = gameData.Sprites[i].Color, Position = miniMapPos, Scale = gameData.Sprites[i].MiniMapScale, Opacity = gameData.Sprites[i].MiniMapOpacity }); } else { Buildings.Add(new MinimapObject() { Texture = gameData.Sprites[i].MiniMapTexture, Color = gameData.Sprites[i].Color, Position = miniMapPos, Scale = gameData.Sprites[i].MiniMapScale, Opacity = gameData.Sprites[i].MiniMapOpacity }); } } } } }
private async Task GetBuildings(bool forceCloud = false) { using (var dlg = this.Dialogs.Loading("Progress (No Cancel)")) { Buildings.Clear(); try { var result = await _buildingsService.GetAllBuildings(EstateId, forceCloud); if (!result.Success) { Dialogs.Toast(result.Message); return; } var buildings = result.ResultObject as IEnumerable <BuildingRow>; if (buildings != null && buildings.Any()) { Buildings.AddRange(buildings); } } catch (ServiceAuthenticationException e) { var result = await TryToLogin(); if (!result) { await NavigationService.NavigateToAsync <LoginViewModel>(); } else { await GetBuildings(forceCloud); } } catch (Exception e) { await ShowErrorAlert(e.Message); } } }
private void ClearExistingObjects() { for (int i = 0; i < Trees.Count; i++) { if (Trees.Count != 0) { Destroy(Trees[i].gameObject); } } for (int i = 0; i < Buildings.Count; i++) { if (Buildings.Count != 0) { Destroy(Buildings[i].gameObject); } } Buildings.Clear(); Trees.Clear(); }
public void ReadXml(XmlReader r) { r.MoveToContent(); r.ReadStartElement(); // Info _villageDate = Convert.ToDateTime(r.GetAttribute(0), CultureInfo.InvariantCulture); r.ReadStartElement(); _loyalty = Convert.ToSingle(r.GetAttribute(0), CultureInfo.InvariantCulture); _loyaltyDate = Convert.ToDateTime(r.GetAttribute(1), CultureInfo.InvariantCulture); r.ReadStartElement(); // Comments if (r.IsStartElement("Comments")) { if (!r.IsEmptyElement) { Village.SetComments(r.ReadElementString("Comments")); } else { r.Read(); } } // resources DateTime?tempDate; Resources.ReadXml(r, out tempDate); if (tempDate.HasValue) { ResourcesDate = tempDate.Value; } // defense if (r.HasAttributes) { DefenseDate = Convert.ToDateTime(r.GetAttribute(0), CultureInfo.InvariantCulture); } r.Read(); if (r.IsStartElement("Unit")) { while (r.IsStartElement("Unit")) { string typeDesc = r.GetAttribute(0); if (Enum.IsDefined(typeof(UnitTypes), typeDesc)) { var type = (UnitTypes)Enum.Parse(typeof(UnitTypes), typeDesc); Defense.OwnTroops[type] = Convert.ToInt32(r.GetAttribute("OwnTroops")); Defense.OutTroops[type] = Convert.ToInt32(r.GetAttribute("OutTroops")); Defense.OtherDefenses[type] = Convert.ToInt32(r.GetAttribute("OtherDefenses")); } r.Read(); } r.ReadEndElement(); } // buildings Buildings.Clear(); if (r.HasAttributes) { BuildingsDate = Convert.ToDateTime(r.GetAttribute(0), CultureInfo.InvariantCulture); } r.Read(); if (r.IsStartElement("Building")) { while (r.IsStartElement("Building")) { string typeDesc = r.GetAttribute(0); if (Enum.IsDefined(typeof(BuildingTypes), typeDesc)) { var type = (BuildingTypes)Enum.Parse(typeof(BuildingTypes), typeDesc); int level = Convert.ToInt32(r.GetAttribute(1)); Buildings[type] = level; } r.Read(); } r.ReadEndElement(); } r.ReadEndElement(); // Info }
public async Task ExecuteBuildingsCommand(int facilityId) { Buildings.Clear(); Buildings = await DataStore.GetBuildingsAsync(facilityId); }