示例#1
0
    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;
    }
示例#2
0
    public override ConstructData Clone()
    {
        Construct_Vehicle_Tank temp = new Construct_Vehicle_Tank();

        return(temp);
    }