public static void Load() { Directory = new List <ConstructData>(); ProjectilePool = new List <Projectile>(); ProjectilePrefabs = Resources.LoadAll <GameObject>("Projectiles"); TurretPrefabs = Resources.LoadAll <GameObject>("Turrets"); TextAsset xmldata = Resources.Load("XML/Constructs") as TextAsset; MemoryStream assetstream = new MemoryStream(xmldata.bytes); var serilaizer = new XmlSerializer(typeof(List <Constructs>)); List <Constructs> Import = serilaizer.Deserialize(assetstream) as List <Constructs>; ConstructData Temp; for (int i = 0; i < Import.Count; i++) { Temp = null; switch (Import[i].ConstructName) { case "Tank": Temp = new Construct_Vehicle_Tank(); Temp.isType = ConstructType.Tank; break; case "Car": Temp = new Construct_Vehicle(); Temp.isType = ConstructType.Car; break; case "Turret": Temp = new Construct_Immobile_Turret(); Temp.isType = ConstructType.Turret; break; case "CubeGuy": Temp = new Construct_Humanoid(); Temp.isType = ConstructType.CubeGuy; break; case "Key": Temp = new Construct_Immobile(); Temp.isType = ConstructType.Key; break; case "ForkLift": Temp = new Construct_Vehicle_ForkLift(); Temp.isType = ConstructType.ForkLift; break; } Temp.ConstructContained = Import[i]; Directory.Add(Temp); } IsLoaded = true; }
public override ConstructData Clone() { Construct_Immobile temp = new Construct_Immobile(); return(temp); }